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Posted
Quote

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.

 

That's right. I don't know how to make a new page appear while MCM is open. So re-opening Defeats MCM is the only way right now.

 

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This feature is truly amazing! ? It completely revolutionizes Skyrim's combat, and I love it! ❤️

 

I'm glad you like it. :)

 

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Now for a request - I would love it if harnesses were also unequipped

 

I will add it in the next update. :) Some harnesses have "zad_DeviousBelt" keyword and they can block animation just like regular belts. Thankfully, DD has an easy way to select them.  We'll just need to use GetWornDeviceFuzzyMatch() instead of GetWornDevice() and it will unequip both belts and harnesses that act like ones.

Posted
1 hour ago, donkeywho said:

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   

 

I didn't change anything about Tag selection, so, the issue should still be there. The problem I've encountered myself is inability the remove/clear tags while wearing heavy bondage devices (armbinders, yokes). Those devices block the "R" key, which is also used by Defeat MCM to clear tags.

 

1 hour ago, donkeywho said:

Can I check one thing here, pls?  Does your patch then reequip the removed DDs? 

 

Yes. Well, at least it should. :) I would never offer such an easy way to get rid of those things. :)

Posted

Update for Defeat_LRG_Patch. Current version: 1.3.

 

Defeat LRG Patch 1.3.zip

 

Changes:

 

Standalone Vulnerability mechanic. Devious Framework is no longer required. Vulnerability settings can be changed in Defeat MCM / "Misc Options" page. If you want to continue using Devious Framework Vulnerability enable "Use DFW Vulnerability" option in defeat condition settings.

 

Some options in Defeat MCM / "Player as victim" page were re-arranged. Due to space restrictions Dynamic Defeat settings were moved to a different column.

Dynamic Defeat - Base Damage. You can now choose how much damage will different types of weapon do.

Dynamic Defeat - Back Hit. Getting hit in the back will increase Defeat Damage by specified amount.

Dynamic Defeat - Block Reduction. Successfully blocking an attack will decrease incoming Defeat Damage by specified amount.

 

Added option to unequip Devious Harnesses and Suits before sexual assault on the player.

When a Device gets unequipped you will see a notification about it. (upper left corner). Can be disabled in Defeat MCM / "Misc Options" page.

 

Added a new way to remove SexLab tags from "Animation Setting" page. Open Tag list and select "Clear Tags" to remove all tags in corresponding section.

 

Some fixes to reduce DD related error-spamming in log files.

 

Spoiler

2.jpg.7dad440ad574e40f0961b2c4f68162c9.jpg

 

6.jpg.a2fa864c1b6f825fd4000ec08fcf3cdc.jpg

 

5.jpg.2bf13bc49f80263bbe5d6753f9213365.jpg

 

Posted
1 hour ago, AndrewLRG said:

Update for Defeat_LRG_Patch. Current version: 1.3.

 

Is it okay to upgrade from 1.2 to 1.3 on an existing save? Or does 1.3 require a new game?

Posted

Hi @AndrewLRG 

 

First let me say that I have made your Defeat LRG Patch a regular part of my load order now, and I am loving the new gameplay that it provides! ?

 

 

2 hours ago, AndrewLRG said:

Added option to unequip Devious Harnesses and Suits before sexual assault on the player.

 

Thanks so much for the feature to unequip harnesses! I really appreciate it!

 

 

2 hours ago, AndrewLRG said:

Changes:

 

Standalone Vulnerability mechanic. Devious Framework is no longer required.

 

For the new version 1.3, I see that one Quest record was added to the ESP.

 

Unfortunately, the FormID for the new Quest record is outside the ESL range.

 

I had to compact FormIDs before I could set the ESL flag for Skyrim SE.

 

Spoiler

[00:00] Start: Changing FormIDs
[00:00] Changing FormID [49001D88] in file "SexLabDefeat_LRG_Patch.esp" to [49000800]
[00:00] Record is referenced by 2 other record(s)
[00:00] 2 records out of 2 total records which reference FormID [49001D88] have been updated to [49000800]
[00:00] Done: Changing FormIDs, Processed Records: 0, Elapsed Time: 00:00

 

 

Going forward, for new versions in the future, it would be super helpful if you could do the following 2 things:

  • Renumber the new Quest from xx001D88 to xx000800
  • In the ESP's File Header, set the Next Object ID to 00000801

Alternatively, if your version of xEdit has the "Compact FormIDs for ESL" menu option, then you can simply use that xEdit option and it will do both things.

 

Then any new FormIDs that you create in the future will automatically go 801, 802, etc which will be within the ESL FormID range.

 

Thanks so much! ❤️

Posted
32 minutes ago, Herowynne said:

 

Is it okay to upgrade from 1.2 to 1.3 on an existing save? Or does 1.3 require a new game?

 

It should be ok to upgrade from 1.2.

 

14 minutes ago, Herowynne said:

Going forward, for new versions in the future, it would be super helpful if you could do the following 2 things:

  • Renumber the new Quest from xx001D88 to xx000800
  • In the ESP's File Header, set the Next Object ID to 00000801

 

Of course. :)  Thank you, I have never ported anything to SE, so this information is really appreciated. :)

Posted

Hi,

 

I have an issue that I've seen other people in this thread have had and I haven't seen it answered. 

 

The sentence "hold down A or D to resist" keeps flashing on the screen, and nothing defeat related is going on.

 

I've completely uninstalled defeat and it's still flashing on the screen. It doesn't happen on a new game, but when I load up the existing save it's still flashing that warning.

 

Any ideas?

Posted (edited)

Hi! Trying to figure out a problem-

Whenever a scene ends, the NPCs immediately turn aggressive again and attack. Even with trauma turned on, it's immediate, with no gap time to escape. This leads to a lot of odd scenarios, like an enemy saying "It's okay, you can leave" then immediately drawing their weapon and attacking, and often prevents the post-defeat scenarios from working. I'm not sure what settings I might have wrong, but I can't figure out how to fix this.

Edited by Toleurin
Posted
On 9/8/2021 at 6:25 PM, Bane Master said:

And yet another  minor bugfix - the last two strip item selectors on the "Player as Victim" MCM page now work as intended.

 

Please note Defeat requires SkyUILib - the LE version is SE Compatible.

 

It's OK to upgrade from v3.3 to 3.31

Defeat v535 LE Bane v3.31 Updated 080921.7z 6.35 MB · 64 downloads Defeat v535 SE Bane v3.31 Updated 080921.7z 6.32 MB · 42 downloads

So, I've found/ noticed an issue I think... I'm unsure if any other of my mods are helping to cause it, but this version seems incapable of handling "excessive" animation counts. At 600-odd Creature animations, selecting the "Update cache of animations Creatures" Causes the entire MCM to freeze/ crash and never recover (Defeat's MCM refuses to do anything further or re-open properly) This also seems to happen when attempting to reconfigure/ install if the animations were enabled beforehand.

Posted
49 minutes ago, Zeorik said:

So, I've found/ noticed an issue I think... I'm unsure if any other of my mods are helping to cause it, but this version seems incapable of handling "excessive" animation counts. At 600-odd Creature animations, selecting the "Update cache of animations Creatures" Causes the entire MCM to freeze/ crash and never recover (Defeat's MCM refuses to do anything further or re-open properly) This also seems to happen when attempting to reconfigure/ install if the animations were enabled beforehand.

update: It's something to do with Horny Creatures of Skyrim... somehow. tried to enable and update cache with ONLY it... and it froze.

Posted
3 minutes ago, Zeorik said:

update: It's something to do with Horny Creatures of Skyrim... somehow. tried to enable and update cache with ONLY it... and it froze.

update 2: Wha... IT works if you register each set individdually, but enabling all three HCOS SLAL packs and bulk-registering them breaks it. I'm... so confused.

Posted
3 minutes ago, Zeorik said:

update 2: Wha... IT works if you register each set individdually, but enabling all three HCOS SLAL packs and bulk-registering them breaks it. I'm... so confused.

Update 3: So... it just seems like the BANE Defeat is incapable of handling large changes at once... just in general. Individual chunks of animations can be changed  and registered seperately just fine, but going for large bundles hard freezes it for some reason Im genuinely fucking confused.

Posted
On 10/22/2021 at 10:34 PM, Herowynne said:

Hi @AndrewLRG 

 

First let me say that I have made your Defeat LRG Patch a regular part of my load order now, and I am loving the new gameplay that it provides! ?

 

 

 

Thanks so much for the feature to unequip harnesses! I really appreciate it!

 

 

 

For the new version 1.3, I see that one Quest record was added to the ESP.

 

Unfortunately, the FormID for the new Quest record is outside the ESL range.

 

I had to compact FormIDs before I could set the ESL flag for Skyrim SE.

 

  Reveal hidden contents

[00:00] Start: Changing FormIDs
[00:00] Changing FormID [49001D88] in file "SexLabDefeat_LRG_Patch.esp" to [49000800]
[00:00] Record is referenced by 2 other record(s)
[00:00] 2 records out of 2 total records which reference FormID [49001D88] have been updated to [49000800]
[00:00] Done: Changing FormIDs, Processed Records: 0, Elapsed Time: 00:00

 

 

Going forward, for new versions in the future, it would be super helpful if you could do the following 2 things:

  • Renumber the new Quest from xx001D88 to xx000800
  • In the ESP's File Header, set the Next Object ID to 00000801

Alternatively, if your version of xEdit has the "Compact FormIDs for ESL" menu option, then you can simply use that xEdit option and it will do both things.

 

Then any new FormIDs that you create in the future will automatically go 801, 802, etc which will be within the ESL FormID range.

 

Thanks so much! ❤️

 

Hi

 

As you're one of the LE to SSE conversion experts, if you have done that for this 1.3 patch, with the fixes needed too, is it something that's available anywhere else?  eg,on the Defeat SSE thread, or in the LE > SE Conversion thread?

 

I can't find it, and I'd like to try this out, but I have no idea how to go about producing an SSE version. 

 

Always assuming that @AndrewLRG has no objections to that being done, of course

Posted (edited)
1 hour ago, AndrewLRG said:

 

I'm perfectly fine with a SSE conversion. :)

 

Here is my SE conversion of AndrewLRG's Sexlab Defeat patch version 1.3.

 

The only changes I made were to compact FormIDs and set the ESL flag.

 

DefeatLRG-1-3.zip

 

I use this patch together with Sexlab Defeat SSE 5.3.5 by Goubo.
 

I do not use any other Sexlab Defeat patches, such as BaneMaster's Sexlab Defeat patch.

 

My assumption is that trying to use multiple Sexlab Defeat patches together is unlikely to work.

 

Edited by Herowynne
Posted
2 hours ago, Herowynne said:

 

Here is my SE conversion of AndrewLRG's Sexlab Defeat patch version 1.3.

 

The only changes I made were to compact FormIDs and set the ESL flag.

 

DefeatLRG-1-3.zip 253.93 kB · 0 downloads

 

I use this patch together with Sexlab Defeat SSE 5.3.5 by Goubo.
 

I do not use any other Sexlab Defeat patches, such as BaneMaster's Sexlab Defeat patch.

 

My assumption is that trying to use multiple Sexlab Defeat patches together is unlikely to work.

 

 

Thank you very much indeed!

 

I'm not even going to contemplate trying it with the Bane version of Defeat, even though his is the one I've found to be most reliable so far - and for a long time too. 

 

There's just too much change in it to risk that.  But I do SO want this update adding the current functional restraints from DD5 to player and followers after Defeat ... ?

Posted (edited)
15 hours ago, donkeywho said:

 

Thank you very much indeed!

 

I'm not even going to contemplate trying it with the Bane version of Defeat, even though his is the one I've found to be most reliable so far - and for a long time too. 

 

There's just too much change in it to risk that.  But I do SO want this update adding the current functional restraints from DD5 to player and followers after Defeat ... ?

I'm afraid they are definitely not compatible as the Bane version is based on a different Defeat Version - in addition both @AndrewLRG and I have edited the same scripts.

 

Unfortunately the original Defeat 5.3.5 does still have some bugs, but I have to say that I think the work AndrewLRG has done on Dynamic Defeat & DD5 implementation is outstanding, and works really well.

Edited by Bane Master
Posted
21 minutes ago, Bane Master said:

I'm afraid they are definitely not compatible as the Bane version is based on a different Defeat Version - in addition both @AndrewLRG and I have edited the same scripts.

 

Unfortunately the original Defeat 5.3.5 does still have some bugs, but I have to say that I think the work AndrewLRG has done on Dynamic Defeat & DD5 implementation is outstanding, and works really well.

 

That's good to know,  Inspires confidence too! 

Posted
On 9/22/2018 at 8:38 PM, BadumbadumTeh said:

Btw, can you tell me how to change tags in the menu settings. It just adds up 'Aggressive, something, something, something' and doens't reset on 'Z' or 'R'.

You need to hover over it and press R instead of selecting the menu and pressing R.

Posted
On 11/23/2018 at 6:11 PM, DavidWillers said:

For some reason I cant surrender to draugrs... does anyone know why I have this problem?

Draugrs dont have a SOS compatible skeleton or animations iirc, so it skips them. This animation pack by FunnyBiz might help fix that, but I haven't tested it yet.

Posted
On 6/22/2019 at 1:13 PM, Slorm said:

Just came back to this mod after a number to years to see where it was (I only use Player as Victim). I'm using the "Defeat v535 Fixed 030918 (+Bane fixes v2) (+ restored all rest eng strings 24.09.2018)" version

 

I've noticed when testing that humans work perfectly, the sex scene, subsequent robbery and transport out to an Inn/Wilderness.

 

I'm having a problem with creatures though. At the end of the scene the player is stuck next to the attacker just sitting up holding her stomach and cannot move. Once the creature attacks again the pc can then move (also the same for automatons like the Dwemer Sphere and Centurion). Checked in Zaz and movement seems to be on but pc is stuck. Tried the usual (clean up etc) but can't seem get it to work properly. IIRC in the old version as soon as the attack finished the pc was released and could run away.

 

Have I just missed a setting or does someone know a fix please?

 

EDIT:

 

Tried activating the Resist bar in case it was that. The bar fills and disappears but the pc is till stuck

 

EDIT2:

 

Also noticed it removes quest items, that's a potential game breaker unfortunately. it's a shame as the fixes have really improved the mod

I also had some issues with this originally. I fixed it by going to the skyrim file on steam (NOT WHATEVER MOD LOADER YOU ARE USING) and starting the FNIS generator there. You should also make sure you have the funnybiz animations installed and that sexlab settings are set to allow for creature animations.

Posted
On 7/29/2019 at 5:51 PM, Adalf Hatler said:

i tried several times to install sexlab defeat but when i activate the mod in-game nothing happens

You need to open the MCM and enable the mod there, then wait a little bit for a notification to pop up in the top left telling you that the mod is loaded. You also need Sexlab, SkyUI, and SexLab Framework.

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