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Posted
On 11/5/2021 at 1:26 PM, 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 · 7 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.

 

using SSE: Am I the only one having issues with player struggling as victim having... 'issues'? Successful resists leave the player on the ground until the npc gets up... a if they' got friends they pretty much instantly begin to kick your ass the moment you finish resisting... leaving a good second or two unguarded and usually absolutely wrecked because of it x.x

Posted
4 minutes ago, Zeorik said:

using SSE: Am I the only one having issues with player struggling as victim having... 'issues'? Successful resists leave the player on the ground until the npc gets up... a if they' got friends they pretty much instantly begin to kick your ass the moment you finish resisting... leaving a good second or two unguarded and usually absolutely wrecked because of it x.x

 

You quoted me, so I'd like to be be as helpful as possible, but unfortunately I have never used the struggle feature, so I cannot comment on how well it works. ?‍♀️ Sorry. ?

Posted
40 minutes ago, Herowynne said:

 

You quoted me, so I'd like to be be as helpful as possible, but unfortunately I have never used the struggle feature, so I cannot comment on how well it works. ?‍♀️ Sorry. ?

IT's fine, and 'seems' to be working again... I've had this issue with Defeat off and on for ages so I don't know. x.x The only reason I quoted you in particular was due to using the SE conversion, so figured you'd have any clue if any. Heh. My apologies!

Posted
On 11/5/2021 at 5:26 PM, 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 · 8 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.

 

 

Hi again

 

Pls note that this query is also addressed to @AndrewLRG - and anyone else who wants to chime in

 

Any chance that you can share your Defeat/Defeat SSE settings somehow?  Maybe Screen pics etc?  And also how you have to set up DCL to work properly with the patch?

 

I have spent about 4 or 5 hours trying to get it to work - Goubo SSE version + Herowynn's SSE patch conversion, and while I could make the Bane version work just great, I cannot get the basic version + AndrewLRG's patch to work consistently

 

I'm testing it in the Dwemer ruins at Calcemo's lab in Markarth

 

I have tried lots of setting combos, all the basic stuff, ie defeat on essential bleedout, on wound only, on both, with and without the damage bar (which is a great idea) but I find my PC doing all sorts of odd things, incl

 

- dying straight off, and restart on last save

- getting defeated, and assaulted, but ported back to the start either mid assault, along with the Falmer doing the dirty deed, this port back even going across cell boundaries by going back from inside the main Dwemer buildings right back to the starting cell with the spiders!  (that sort of has shades of one of Kimy's defeat options which ports you to the start of the dungeon etc.  None of Kimy's Combat Defeat outcomes are in the patch, are they?)

- getting defeated and assaulted, but the PC collapses to the floor mid sexlab scene, while the bad guy is still carrying on until it's done

- and even seen text saying that both followers have been assaulted, but one just popped right out of existence in the scene, and the other was still kneeling as if bleeding out, with no sexlab scene having occurred

 

... and so on   LOL

 

As I said, I can make the Bane version work almost 100% reliably, and I've done all the usual things that I can think of but I'm really struggling here

 

Any suggestions either of you can offer?

 

TIA for any suggestions

 

Posted
58 minutes ago, donkeywho said:

Any chance that you can share your Defeat/Defeat SSE settings somehow?  Maybe Screen pics etc?  And also how you have to set up DCL to work properly with the patch?

 

Thankfully, I can answer this question because I keep notes on how to set up my MCMs.

 

These notes list only the differences as compared to the default settings with a new game. These notes do not list all settings.

 

Here are my notes for configuring my Cursed Loot MCM:

 

Spoiler

** Cursed Loot has an Import Settings feature in its Debug section.

** Consequences -> Public Indecency should be turned off while serving a POP prison sentence.

 

MCM -> Cursed Loot -> General
 [Left side] Encounter chances
  Basic Cursed Loot chance = 4.0%
  Arousal weight = 0.0
 [Right side] Parameters
  Chance to lose your keys = 0%
  Minimum arousal to find cursed loot = 0
  Arousal threshold to force full set = 101

 

MCM -> Cursed Loot -> Devices
 [Right side] Suits
  Hobble Dress Weight = 0

 

MCM -> Cursed Loot -> Event Parameters
 [Left side] Flash Bang / Sleep Parameters
  check Attacks can occur in cities
 [Left side] Yoke Parameters
  Helpfulness base chance = 100%
 [Right side] Slave Collar Parameters
  uncheck Key needed to Unlock
  Minimum sex acts needed = 1
  Minimum sex acts needed = 1
  Minimum days to wear = 0
  Maximum days to wear = 0
 [Right side] Slut Collar Parameters
  Minimum days without sex needed = 1
  Maximum days without sex needed = 1
 [Right side] Cursed Collar Quest Parameters
  uncheck Disable Fast Travel while collared
  Hideout destination weight = 0
  Dungeon destination weight = 0

 

MCM -> Cursed Loot -> Miscellaneous Options
 [Left side]
  uncheck Lock Menu when Tied
  check Unequip gear instead of drop
  uncheck Allow cover animation                  ** Cover animation interferes with a drawn weapon
  Number of Bound Girls = 2
  Shaky Hands = 0%
 [Right side] Prison Settings
  check Allow Whipping
  Prison Overhaul Chance = 100

 

MCM -> Cursed Loot -> Follower Options
 [Left side]
  uncheck Follower support enabled

 

MCM -> Cursed Loot -> Consequences
 [Left side] NPC Action weights
  Add restraints weight = 0
  Rape weight = 0
 [Left side] Uncontrollable Lust
  uncheck Loss of Control Enabled
  uncheck Uncontrollable Lust Enabled
  Maximum items to equip = 1
  uncheck Self Bondage when already restrained

 

MCM -> Cursed Loot -> Solicitation
 [Left side]
  Solicitation base success chance = 90%
  Minimum customer arousal = 0

 

 

 

Here are my notes for configuring my Defeat MCM with the DefeatLRG patch:

 

Spoiler

*** Defeat has an Import Settings feature in its General Settings section.

*** Back out of MCM after doing an import settings.

*** Must manually reapply Misc Options from DefeatLRG after import, because Misc Options don't seem to be saved.

 

MCM -> Defeat -> Player as victim
 [Left side] Knock down way
  Wound - Threshold = 100%
  Wound - Threshold minimum = 0%
  Wound - Chance on hit = 20%
  uncheck Wound
 [Right side] Settings
  check Can be knocked down by everyone
  Satisfied = 20 SECONDS
  Chance of another round = 0%
  check Instatiable aggressors
 [Left side]
  uncheck Exhaustion
  uncheck Vulnerability
 [Left side] Stun
  Stun - Chance on hit = 100%
  Stun - Stagger = 75
  uncheck Stun
 [Right side] uncheck Witness intervention
 [Left side] Resist
  uncheck The player can resist
 [Right side] Follower collateral
  uncheck Exhausted
  uncheck Redress
  Threesome chance = 50%
 [Left side] Assault by NPC
  Knock down scenario = ORIGINAL
  Threesome chance = 50%
 [Right side] Assault by creature
  Knock down scenario = ORIGINAL
 [Left side] Weakening Effects
  Weakened = 0 SECONDS     uncheck Slowdown
  uncheck Exhausted
 [Left side] Strip options
  Weapon = UNEQUIP
  Armor piece 04 = UNEQUIP     >>>>> 39 - SHIELD

 

MCM -> Defeat -> Player Post-Assault
 (Base) Robbed
  Event Chance = 0%
 (Misc) Left For Dead
  Event Chance = 0%

 

MCM -> Defeat -> NPC vs NPC
 [Right side] Post-Assault for followers
  Trauma    = 0 SECONDS
  Exhausted = 0 SECONDS
  Escape    = 0 SECONDS
  Weakened  = 0 SECONDS
 [Left side] Strip options
  Weapon = UNEQUIP

 

MCM -> Defeat -> Misc Options
 [Left side] Devious Belt Settings
  Chance to unequip Belt = 100
  uncheck Use Player keys only
 [Left side] Devious Gag Settings
  Chance to unequip Gag = 100
  uncheck Use Player keys only
 [Left side] Devious Harness Settings
  Chance to unequip Harness = 100
  uncheck Use Player keys only
 [Right side] Devious Suit Settings
  Chance to unequip Suit = 100
  uncheck Use Player keys only
 [Right side] Heavy Bondage Settings
  Chance to unequip Heavy Bondage Devices = 100
  uncheck Use Player keys only

 

MCM -> Defeat -> General Settings
 Player/Follower aggressor = DISABLED
 NPC vs NPC = DISABLED

 

 

Posted

Whenever I go to use the necro option, the models just stay still inside on another. Also when I use the TP tool, it says I dont have the UI extensions mod downloaded when I do.

Posted
20 minutes ago, Jebweb21 said:

Whenever I go to use the necro option, the models just stay still inside on another. Also when I use the TP tool, it says I dont have the UI extensions mod downloaded when I do.

My mods (in order)

 

SexLab.esm

SexLabArousedSSELoose

Creature Framework

SkyUi

UIextensions

FNIS + creatures & spells

SOS

JContainers

XP32 skeleton

RaceMenu

Unofficial Skyrim SSE patch

Patches SL tools sse

MoreNastyCritters

HentaiCreatures

SLAL

SL MatchMaker

Defeat

MYALALPACk (funnybiz animations)

CBBE

Enhanced lights and FX

SLAL funnybizPack

FBARMBINDERCREATURESv

Blended Roads

SMIM

HPP

Skyrim2018

ZaZ Ani pack

Fuz Ro D-oh silent voice

Death Alternative

Devious Devices

Deviously Cursed Loot

Overwrite files that idk what to do with

Posted
7 hours ago, Herowynne said:

 

Thankfully, I can answer this question because I keep notes on how to set up my MCMs.

 

These notes list only the differences as compared to the default settings with a new game. These notes do not list all settings.

 

Here are my notes for configuring my Cursed Loot MCM:

 

  Hide contents

** Cursed Loot has an Import Settings feature in its Debug section.

** Consequences -> Public Indecency should be turned off while serving a POP prison sentence.

 

MCM -> Cursed Loot -> General
 [Left side] Encounter chances
  Basic Cursed Loot chance = 4.0%
  Arousal weight = 0.0
 [Right side] Parameters
  Chance to lose your keys = 0%
  Minimum arousal to find cursed loot = 0
  Arousal threshold to force full set = 101

 

MCM -> Cursed Loot -> Devices
 [Right side] Suits
  Hobble Dress Weight = 0

 

MCM -> Cursed Loot -> Event Parameters
 [Left side] Flash Bang / Sleep Parameters
  check Attacks can occur in cities
 [Left side] Yoke Parameters
  Helpfulness base chance = 100%
 [Right side] Slave Collar Parameters
  uncheck Key needed to Unlock
  Minimum sex acts needed = 1
  Minimum sex acts needed = 1
  Minimum days to wear = 0
  Maximum days to wear = 0
 [Right side] Slut Collar Parameters
  Minimum days without sex needed = 1
  Maximum days without sex needed = 1
 [Right side] Cursed Collar Quest Parameters
  uncheck Disable Fast Travel while collared
  Hideout destination weight = 0
  Dungeon destination weight = 0

 

MCM -> Cursed Loot -> Miscellaneous Options
 [Left side]
  uncheck Lock Menu when Tied
  check Unequip gear instead of drop
  uncheck Allow cover animation                  ** Cover animation interferes with a drawn weapon
  Number of Bound Girls = 2
  Shaky Hands = 0%
 [Right side] Prison Settings
  check Allow Whipping
  Prison Overhaul Chance = 100

 

MCM -> Cursed Loot -> Follower Options
 [Left side]
  uncheck Follower support enabled

 

MCM -> Cursed Loot -> Consequences
 [Left side] NPC Action weights
  Add restraints weight = 0
  Rape weight = 0
 [Left side] Uncontrollable Lust
  uncheck Loss of Control Enabled
  uncheck Uncontrollable Lust Enabled
  Maximum items to equip = 1
  uncheck Self Bondage when already restrained

 

MCM -> Cursed Loot -> Solicitation
 [Left side]
  Solicitation base success chance = 90%
  Minimum customer arousal = 0

 

 

 

Here are my notes for configuring my Defeat MCM with the DefeatLRG patch:

 

  Hide contents

*** Defeat has an Import Settings feature in its General Settings section.

*** Back out of MCM after doing an import settings.

*** Must manually reapply Misc Options from DefeatLRG after import, because Misc Options don't seem to be saved.

 

MCM -> Defeat -> Player as victim
 [Left side] Knock down way
  Wound - Threshold = 100%
  Wound - Threshold minimum = 0%
  Wound - Chance on hit = 20%
  uncheck Wound
 [Right side] Settings
  check Can be knocked down by everyone
  Satisfied = 20 SECONDS
  Chance of another round = 0%
  check Instatiable aggressors
 [Left side]
  uncheck Exhaustion
  uncheck Vulnerability
 [Left side] Stun
  Stun - Chance on hit = 100%
  Stun - Stagger = 75
  uncheck Stun
 [Right side] uncheck Witness intervention
 [Left side] Resist
  uncheck The player can resist
 [Right side] Follower collateral
  uncheck Exhausted
  uncheck Redress
  Threesome chance = 50%
 [Left side] Assault by NPC
  Knock down scenario = ORIGINAL
  Threesome chance = 50%
 [Right side] Assault by creature
  Knock down scenario = ORIGINAL
 [Left side] Weakening Effects
  Weakened = 0 SECONDS     uncheck Slowdown
  uncheck Exhausted
 [Left side] Strip options
  Weapon = UNEQUIP
  Armor piece 04 = UNEQUIP     >>>>> 39 - SHIELD

 

MCM -> Defeat -> Player Post-Assault
 (Base) Robbed
  Event Chance = 0%
 (Misc) Left For Dead
  Event Chance = 0%

 

MCM -> Defeat -> NPC vs NPC
 [Right side] Post-Assault for followers
  Trauma    = 0 SECONDS
  Exhausted = 0 SECONDS
  Escape    = 0 SECONDS
  Weakened  = 0 SECONDS
 [Left side] Strip options
  Weapon = UNEQUIP

 

MCM -> Defeat -> Misc Options
 [Left side] Devious Belt Settings
  Chance to unequip Belt = 100
  uncheck Use Player keys only
 [Left side] Devious Gag Settings
  Chance to unequip Gag = 100
  uncheck Use Player keys only
 [Left side] Devious Harness Settings
  Chance to unequip Harness = 100
  uncheck Use Player keys only
 [Right side] Devious Suit Settings
  Chance to unequip Suit = 100
  uncheck Use Player keys only
 [Right side] Heavy Bondage Settings
  Chance to unequip Heavy Bondage Devices = 100
  uncheck Use Player keys only

 

MCM -> Defeat -> General Settings
 Player/Follower aggressor = DISABLED
 NPC vs NPC = DISABLED

 

 

 

That's probably the most stunningly comprehensive reply, and explanation, I've ever seen on any of the Defeat threads

 

Thanks very much!

Posted
11 hours ago, donkeywho said:

- dying straight off, and restart on last save

- getting defeated, and assaulted, but ported back to the start either mid assault, along with the Falmer doing the dirty deed, this port back even going across cell boundaries by going back from inside the main Dwemer buildings right back to the starting cell with the spiders!  (that sort of has shades of one of Kimy's defeat options which ports you to the start of the dungeon etc.  None of Kimy's Combat Defeat outcomes are in the patch, are they?)

- getting defeated and assaulted, but the PC collapses to the floor mid sexlab scene, while the bad guy is still carrying on until it's done

- and even seen text saying that both followers have been assaulted, but one just popped right out of existence in the scene, and the other was still kneeling as if bleeding out, with no sexlab scene having occurred

 

 

Some of this issues might be caused by other mods. Are you sure the "Rape" option in Cursed Loot is disabled? Teleporting to the starting cell is definitely from there. Some other mods, like "Shout Like a Virgin" and "Naked Dungeons" also have combat defeat mechanics that need to be disabled.

Posted
47 minutes ago, AndrewLRG said:

 

Some of this issues might be caused by other mods. Are you sure the "Rape" option in Cursed Loot is disabled? Teleporting to the starting cell is definitely from there. Some other mods, like "Shout Like a Virgin" and "Naked Dungeons" also have combat defeat mechanics that need to be disabled.

 

Hi.  Thanks for the reply

 

DCL's 'rape' is definitely off - it was the first thing I made certain of.  I don't have the other mods you mentioned.  I do have Deviously Enslaved but that shouldn't interfere.  Naked Defeat is in the load order but the mod has been disabled for weeks now

 

Using Herowynn's settings, and variations thereon, I can get Defeat SSE to function a bit more reliably for some of the time, but it's still not absolutely consistent, but Hey!, it never was  LOL   And using those, the porting back to the dungeon start seems to have stopped

 

One thing I just CANNOT make work, however, are your 'Misc; additions.  None of the handoffs to SD+, Simple Slavery etc seem to connect, even when set at 100% and despite a zillion defeat scenes, I have never once seen a DD applied to the PC at the end

 

I was just about t revert to Bane's version when I saw your reply so, before I do, any ideas on those last points re the Misc options?

 

TIA if you can help at all  ?

 

Posted
4 minutes ago, donkeywho said:

One thing I just CANNOT make work, however, are your 'Misc; additions.  None of the handoffs to SD+, Simple Slavery etc seem to connect, even when set at 100% and despite a zillion defeat scenes, I have never once seen a DD applied to the PC at the end

 

I will need to check log file about that. :) Could you enable option "Enable Log" in Defeats MCM/ Misc options, test it once more and upload your recent log? It might have useful information as to why post-assault scenes are not starting.

 

Posted
1 hour ago, donkeywho said:

I have never once seen a DD applied to the PC at the end


Same here. I also do not see new DDs get equipped after defeat and rape, only existing DDs get re-equipped.

 

Sorry, I probably should have reported that to @AndrewLRG but it slipped my mind.

Posted
27 minutes ago, Herowynne said:

Same here. I also do not see new DDs get equipped after defeat and rape, only existing DDs get re-equipped.

 

Did you start a new game after installing this patch? If not did you click on "Check for compatible mods" in Defeat MCM/ General Settings?

Posted
4 hours ago, AndrewLRG said:

Did you start a new game after installing this patch? If not did you click on "Check for compatible mods" in Defeat MCM/ General Settings?

 

Okay, I win the derp award today! ?

 

Mystery solved! I was not getting new Devious Devices applied because I had left the MCM setting at its default value of zero % chance.

 

Spoiler

20211108140539_1.jpg.ae7482285f91fe76a19534722c226af9.jpg

 

 

After changing the MCM option to 100%

 

Spoiler

20211108140923_1.jpg.7321b6a8a3bd378866cdd0464bc688ff.jpg

 

 

and then getting attacked by some bandits, I got several devices equipped on me.

 

Spoiler

20211108140853_1.jpg.7d5db3f25db57c7bd6e2f84631fd39fd.jpg

 

Posted (edited)
24 minutes ago, Herowynne said:

 

Okay, I win the derp award today! ?

 

Mystery solved! I was not getting new Devious Devices applied because I had left the MCM setting at its default value of zero % chance.

 

  Reveal hidden contents

20211108140539_1.jpg.ae7482285f91fe76a19534722c226af9.jpg

 

 

After changing the MCM option to 100%

 

  Reveal hidden contents

20211108140923_1.jpg.7321b6a8a3bd378866cdd0464bc688ff.jpg

 

 

and then getting attacked by some bandits, I got several devices equipped on me.

 

  Reveal hidden contents

20211108140853_1.jpg.7d5db3f25db57c7bd6e2f84631fd39fd.jpg

 

 

and @AndrewLRG

 

I have tried out Andrew's suggestions.   Didn't change anything for the first start which was basically to get a log, but lo and behold, the transfer to Simple Slavery actually worked!  With SS and DD Additions both set to100%. 

 

But this being the first log I had looked at in ages, and despite cleaning my save reasonably regularly, it was HUGE!, filled with thousands of stack dumps from Spank That Ass.  The STA MCM also refused to cooperate, so I uninstalled it, and did the usual cleaning things with ReSaver, reloaded it, and it's there again OK.

 

Started the game again with the same Defeat settings and 100% on the Misc SS and DD settings, and nothing has happened so far after Defeat's scenes finish - other than my PC has started to die again, not on the first Defeat take down attack after restart, which worked, but on the next one   LOL

 

Anyway, here's the latest log. 

 

@AndrewLRG  Is what you're looking for maybe at lines 10599 to 10604, extending to 10639   ?

 

Hope it helps, anyways

 

EDIT:  Just realised that the log is muttering on about a Devious Strike event ending.  I thought that I had disabled that!!!!   I shall look again and see if that's adding to the potential overall lack of joy ... ?

 

 

Papyrus.0.log

 

 

 

 

 

Edited by donkeywho
Posted (edited)
3 hours ago, donkeywho said:

Anyway, here's the latest log. 

 

@AndrewLRG  Is what you're looking for maybe at lines 10599 to 10604, extending to 10639   ?

 

Hope it helps, anyways

 

 

Well, log did show that there is indeed a problem. :) Defeat is trying to run a Cursed Loot Event (the one that equips new devices), but can't find a script with global functions that does that. Which is weird. Could you check if a file called "DefeatUtil2.pex" is in your Data/Script folder? There should be DefeatUtil and DefeatUtil2 in there.

Additionally you could try to disable-enable "Player as Victim" option in Defeat MCM / General Setting page. It will reset some things.

Edited by AndrewLRG
Posted (edited)

Thanks for taking the time to look at this

 

I use MO2, but as far as I can see from the files etc lists in its (virtual) view of the Data Folder, DefeatUtil2 is running as from your patch

 

Your patch overwrites 4 Defeat files, and adds 3 new ones.  I have attached (terrible!!!) pics showing the impact (red typeface is where 4 of your files have overwritten an original mod file to appear in the virtual data folder)

 

Only thing I can see that looks at all strange is that your 1.3 patch added a .pex file (but no matching .psc)

 

  • _LRG_Mercy_Vamprire_AI.pex
  •  

Don't know if that does anything?  Looked back and culdn't see anything about that on the thread

 

EDIT: I will try your reset player as Victim tho

 

Another thought tho.  Is 'Dynamic Defeat' compatible with the use of the mod's other defeat mechanisms?  My PC is not essential.  Are they maybe not, if using, say, Herowynne's Wound settings, dying before the Dynamic Defeat has happened?  - and as I use 'autoconsume potions', which tops up my reducing health until they run out, it could explain why I sometimes seem to stay alive longer, through one or two defeats, but die on a subsequent one when all the health potions have then been used up.  I might try adding a 100 or so 'Restore Health' potions and see if that prolongs the agony ... LOL

 

And if I have used the basic mod's 'Essential - on Bleedout' option, does that maybe conflict with Dynamic Defeat?  It's possible to imply that from your screenshots where only it is selected

 

Bottom line - the file structures look OK. 

 

There may still be something else that's problematic.  And it might still just be a mod conflict specific to me ?

 

IMG_7681.thumb.JPG.b0ccaa2adb4f61b2458041200f3fe18f.JPG

IMG_7682.thumb.JPG.d0603a644634841da54a893585669ea8.JPG

Edited by donkeywho
Posted
4 hours ago, donkeywho said:

Thanks for taking the time to look at this

 

I use MO2, but as far as I can see from the files etc lists in its (virtual) view of the Data Folder, DefeatUtil2 is running as from your patch

 

Your patch overwrites 4 Defeat files, and adds 3 new ones.  I have attached (terrible!!!) pics showing the impact (red typeface is where 4 of your files have overwritten an original mod file to appear in the virtual data folder)

 

 

All the files seem to be in place. Maybe mod can't see DefeatUtil2 because MO2 didn't unpack it in game directory? I'm using NMM and just dropping all mod files in Data folder. :)

 

4 hours ago, donkeywho said:

Only thing I can see that looks at all strange is that your 1.3 patch added a .pex file (but no matching .psc)

 

  • _LRG_Mercy_Vamprire_AI.pex
  •  

Don't know if that does anything?  Looked back and culdn't see anything about that on the thread

 

 

That script got in there by mistake. :) It doesn't do anything and is not connected to Defeat in any way.

 

4 hours ago, donkeywho said:

Another thought tho.  Is 'Dynamic Defeat' compatible with the use of the mod's other defeat mechanisms?  My PC is not essential.  Are they maybe not, if using, say, Herowynne's Wound settings, dying before the Dynamic Defeat has happened?  - and as I use 'autoconsume potions', which tops up my reducing health until they run out, it could explain why I sometimes seem to stay alive longer, through one or two defeats, but die on a subsequent one when all the health potions have then been used up.  I might try adding a 100 or so 'Restore Health' potions and see if that prolongs the agony ... LOL

 

And if I have used the basic mod's 'Essential - on Bleedout' option, does that maybe conflict with Dynamic Defeat?  It's possible to imply that from your screenshots where only it is selected

 

Dynamic Defeat should be compatible with other defeat conditions. They are not intersecting. Mod will check all enabled conditions one by one (Wound, Exhaustion, Vulnerability, Dynamic and Stun) and will stop if it finds something that should defeat you. So, if you have "Wound" enabled and you run of of health, then you will be defeated by Wound condition and mod won't check for anything else. Dynamic Defeat should not interfere with Wound or Exhaustion mechanics.

 

According to the log the problem is specifically in DefeatUtil2.

Posted
57 minutes ago, AndrewLRG said:

 

All the files seem to be in place. Maybe mod can't see DefeatUtil2 because MO2 didn't unpack it in game directory? I'm using NMM and just dropping all mod files in Data folder. :)

 

 

That script got in there by mistake. :) It doesn't do anything and is not connected to Defeat in any way.

 

 

Dynamic Defeat should be compatible with other defeat conditions. They are not intersecting. Mod will check all enabled conditions one by one (Wound, Exhaustion, Vulnerability, Dynamic and Stun) and will stop if it finds something that should defeat you. So, if you have "Wound" enabled and you run of of health, then you will be defeated by Wound condition and mod won't check for anything else. Dynamic Defeat should not interfere with Wound or Exhaustion mechanics.

 

According to the log the problem is specifically in DefeatUtil2.

 

Thanks vm

 

OK.  Very quick thought

 

In lines 167 to 171 ofDefeatUtil2, there is reference to 

 

  • 'dfwDeviousFramework'

 

I'm not a techie (as you will have worked out by now ? ) but Is that an issue?  I understood that in the Patch v1.3 there was no dependency on DFW and don't have that in my load order. 

Posted
6 hours ago, donkeywho said:

My PC is not essential.  Are they maybe not, if using, say, Herowynne's Wound settings, dying before the Dynamic Defeat has happened?


With my settings, it is possible for an enemy to kill me before the Dynamic Defeat meter fills up.

 

I’m okay with that. I like that possibility. It keeps me on my toes. But other folks may not want that behavior.

Posted
23 minutes ago, Herowynne said:


With my settings, it is possible for an enemy to kill me before the Dynamic Defeat meter fills up.

 

I’m okay with that. I like that possibility. It keeps me on my toes. But other folks may not want that behavior.

 

Thanks.  Mine too

 

Problem is that more often than not, my PC dies, and restarts from last save, without any Defeat action following

 

I'm  having another test, but the first run, the bandit chopped off my head, which seems ireperable LOL

Posted
43 minutes ago, donkeywho said:

In lines 167 to 171 ofDefeatUtil2, there is reference to 

 

  • 'dfwDeviousFramework'

 

It suppose to be there. :) It's a so called "soft dependency". The function in question will run only if you have Devious Framework installed.

 

20 minutes ago, donkeywho said:

Problem is that more often than not, my PC dies, and restarts from last save, without any Defeat action following

 

I'm  having another test, but the first run, the bandit chopped off my head, which seems ireperable LOL

 

That's how original Defeat works. If player is not essential (or being hit by unsupported actor) he can die.

Posted
21 minutes ago, AndrewLRG said:

 

It suppose to be there. :) It's a so called "soft dependency". The function in question will run only if you have Devious Framework installed.

 

 

That's how original Defeat works. If player is not essential (or being hit by unsupported actor) he can die.

 

Yeah.  But they die even if I select the 'Set Essential on Death' option   ☠️

 

I did reset the Player as Victim MCM page and the logs are now showing some hiccup with that so I'll have a go at fixing that.  If only life were as simple ... :P

 

 

Posted
4 minutes ago, donkeywho said:

 

I did reset the Player as Victim MCM page and the logs are now showing some hiccup with that so I'll have a go at fixing that.  If only life were as simple ... :P

 

 

Could you manually put DefeatUtil2.pex into Data/Scripts if its not there already? As far as I understand MO2 is unpacking archives somewhere else. I don't understand why can't Defeat find it. You can always delete script it if it does not work.

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