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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!

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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! 

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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???

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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 by MadMansGun
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@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

image.png.8d794bb9650912681e584288f5e49d5a.png

 

Edited by donttouchmethere
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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

image.png.8d794bb9650912681e584288f5e49d5a.png

 

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.

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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. ?

 

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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 by netruss1964
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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.

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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.

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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

 

ScreenShot61.jpg.fc4a7c70a495ec196b661f08dd9d9fb4.jpg

 

ScreenShot63.jpg.9c52bdc3af870b5363784bf17c469356.jpg

 

ScreenShot65.jpg.3f3fb2470356d93709c58675146e039d.jpg

 

 

  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 ?

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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

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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.

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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 by Herowynne
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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!

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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 by donkeywho
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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.

 

Quote

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

 

I'm glad you like it. :)

 

Quote

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.

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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. :)

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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

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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! ❤️

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