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Posted

So for some reason I cannot get FNIS or MCM to recognize that I've installed Defeat. Every other SL mod seems to work just fine, but defeat is acting like it isn't installed despite me seeing the .esp just fine. Is this an issue with using Vortex to install it or something?

Posted

I have yet to use Banes, as I can never get it to install.  Some other patches (Osmel Tweaks) made by various authors and even Baka's stand alone Defeat.  Where I hear things seem to fall short and where Baka's/Osmel falls short is when it comes to Followers being assaulted. 

 

On the original Defeat...I have the "player get's Necro'd" mod and even when the PC is killed off,  followers on bleed out still get assaulted, and later killed (due to my settings).  This won't happen on modified versions of Defeat.

 

My hope is some of the modified versions could preserve this function.  Up to now, I have to keep using the original Defeat, which is fine, it's missing some cool new functions.  But I like the idea of Followers and being assaulted in that context  

Posted (edited)

OK, spent a good chunk of time troubleshooting this, so I'd like to try my luck asking out here.

 

Essentially, I'm facing the same problem as some others might have before in the thread:
If my follower gets knocked down first, followed by myself, upon the very start of the sexual assault sequence on me, my follower will get right back up, triggers witness intervention and then gets into combat to save me.

The only time when follower collateral works as intended is if I get knocked down first prior to my follower.

 

Playing on Skyrim LE. Tested via fresh coc qasmoke load from main menu, with new base ID spawn of Jenassa recruited as a follower (recruited through gold hire, normal means). Absolutely no other mods except SL, Defeat, and their requirements (not even USLEEP) mods active.

 

Some of the things I've tried:

  1. Setting NPCvNPC 'type of knockdown' setting from Only On Hit to Only On Bleedout (or Both): This actually keeps my follower knocked down, however them subsequently getting targeted for collateral sexual assault is hit-or-miss (not 100% reliable). Later when trying this on my non-test ongoing playthrough however, follower Frea would always literally try to sexual assault herself after her health is reduced to 0, very perplexing. Further testing is in order.
  2. Turning NPCvNPC off: Issue persists. Behaviour alike NPCvNPC with 'On Hit' setting, I suppose it defaults?
  3. Testing with Baka's Defeat: Issue persists. I've not tried Bane's version mentioned on a handful of the above posts.

 

At this point I think I'll chalk it up to Defeat quite simply being janky in this regard, considering it happens with bare minimal mods on a fresh game. I don't suppose Bane's edited version addresses this very issue?

 

Been scouring some of the thread through keyword searches to no avail. Earlier on in this thead (last year), use @coolbones mentioned disabling their combat overhaul mod (Wildcat) did the trick for them, but unfortunately not in my case with no other mods.

 

If anyone has insight on this, I'd really love to hear about it, but I've quite conceded at this point and reckon I might just use the 'Original' knockdown scenario to at least avoid the headache.

 

EDIT: It looks like Bane Master's Defeat edit (post right below this one) actually addresses this issue. I haven't tried it out myself, but anyone else with the same issue reading this post should definitely take a look.

Edited by Rattlesnark
Posted
1 hour ago, Bane Master said:

This update is focused purely on fixing bugs in the original Defeat and does not add new features, therefore I am calling this version Defeat 5.3.6.

Thank you for this Bane Master

I must confess that I used 5.35 SE up to now, as it has been the most stable version for me. (If one knows how avoid some glitches)

Will test this 5.3.6 right away.

 

Posted
8 hours ago, Rattlesnark said:

Essentially, I'm facing the same problem as some others might have before in the thread:
If my follower gets knocked down first, followed by myself, upon the very start of the sexual assault sequence on me, my follower will get right back up


Yes, I also have this problem with the original Defeat 5.3.5.

 

The good news is that I beta tested Bane Master’s new version, and it fixed this problem in my testing.

Posted
6 hours ago, Bane Master said:

I'm happy to say that he has been kind enough to provide an updated version of his patch that fowards the fixes I have added in Defeat 5.3.6 and provides some additional Dynamic Defeat bugfixes and content.


This is outstanding news! ?

 

Many thanks to @AndrewLRG and @Bane Master ! ❤️

Posted
4 hours ago, spyke123 said:

Since you post this in the LE thread, does that mean this version work on the LE version too ?

@Bane Master could better answer this, but I think it's a qualified yes.  Unless this version uses any of the handful of SE-exclusive script functions, it should work for LE except for the animations.  Fortunately, this version doesn't add or remove animations, so one could install it, then overwrite the Meshes folder with the one from the original LE 5.3.5.

Posted (edited)
13 hours ago, HexBolt8 said:

@Bane Master could better answer this, but I think it's a qualified yes.  Unless this version uses any of the handful of SE-exclusive script functions, it should work for LE except for the animations.  Fortunately, this version doesn't add or remove animations, so one could install it, then overwrite the Meshes folder with the one from the original LE 5.3.5.

HexBolt8 is correct it should work in LE as described. When I get a moment I will add a specific LE version to the post to avoid confusion.

Edited by Bane Master
Posted
19 hours ago, Bane Master said:

Hi All,

 

Here is an updated version of Defeat based on the original Defeat 5.3.5

 

This update is focused purely on fixing bugs in the original Defeat and does not add new features, therefore I am calling this version Defeat 5.3.6.

 

Defeat 5.3.6 is standalone, it does not require Defeat 5.3.5

 

 

 

This sounds amazing, thank you! Most of all for that follower knock-down fix.

I'm currently using Baka's Defeat. Out of curiosity, what would it take to get that particular fix (if not all the fixes) working on Baka's version of the mod? Would it take both you and Baka's efforts, or could the end user import the fixes over too?

I'd very much like to get the knock-down fix on my game (with Baka's) if at all doable!

Posted
10 hours ago, Bane Master said:

HexBolt8 is correct it should work in LE as described. When I get a moment I will add a specific LE version to the post to avoid confusion.

I have added the LE version of 5.3.6 to the post

Posted (edited)
7 hours ago, Rattlesnark said:

 

This sounds amazing, thank you! Most of all for that follower knock-down fix.

I'm currently using Baka's Defeat. Out of curiosity, what would it take to get that particular fix (if not all the fixes) working on Baka's version of the mod? Would it take both you and Baka's efforts, or could the end user import the fixes over too?

I'd very much like to get the knock-down fix on my game (with Baka's) if at all doable!

Assuming you are using Baka LE/SE V1.31 then it should be possible but obviously I can't publish anything without Baka's permission.

Edited by Bane Master
Posted
On 11/24/2021 at 3:59 AM, Bane Master said:

Hi All,

 

Here is an updated version of Defeat based on the original Defeat 5.3.5

 

This update is focused purely on fixing bugs in the original Defeat and does not add new features, therefore I am calling this version Defeat 5.3.6.

 

Defeat 5.3.6 is standalone, it does not require Defeat 5.3.5

 

ChangeLog Defeat V5.3.6 Bane 24112021

  • Fixed the follower down first re-agro bug
  • Fixed compilation errors in some dialogue script fragments and populated a number of empty script properties
  • Fixed the Surrender key getting unbound issue
  • Fixed MCM Knockdown duration setting not working for followers
  • Fixed Defeat's Essential Player function failing when in None Locations
  • Tidied up some dialogue grammar - mostly in DefeatPlayerQST and regenerated SEQ File

The motivation for doing this was to provide a more stable platform for AndrewLRG's excellent Dynamic Defeat patch. I'm happy to say that he has been kind enough to provide an updated version of his patch that fowards the fixes I have added in Defeat 5.3.6 and provides some additional Dynamic Defeat bugfixes and content.

 

Changelog Dynamic Defeat LRG Patch V1.4 (for Defeat Version 5.3.6) by  AndrewLRG

  • Fixed an issue when Dynamic Defeat was not working with creatures;
  • Fixed a small bug that could cause Devious Suit not be re-equipped;
  • Added a "creature toggle" option to disable/enable some Post-Assault events when defeated by creatures; (thanks to DonQuiWho for suggestion). Option can be found in Defeats MCM/Player Post-Assault page.
  • Updated Defeat's import/export mechanics to include all added features.

 

It should be possible to update a vanilla Defeat 5.3.5 game to Defeat 5.3.6 and Dynamic Defeat LRG 1.4 but as ever, if you have problems,  either clean your save or start a new game. 

 

Please note this version of Defeat and the Dynamic Defeat patch are NOT compatible with any other Defeat patches or versions.

 

Thanks to DonQuiWho and Herowynne for taking the time to beta test Defeat 5.3.6

SL Defeat SSE.5.3.6 Bane 24112021.7z 5.56 MB · 36 downloads Dynamic Defeat LRG Patch 1.4.7z 182.83 kB · 23 downloads

 

SL Defeat LE.5.3.6 Bane 24112021.7z 6.44 MB · 14 downloads

Started a new game, and this seems to have broken creature defeats... in general. When in the MCM for player as victim, both the "enabled races" and "disabled races" lists are unpopulated.

Posted
Just now, Zeorik said:

Started a new game, and this seems to have broken creature defeats... in general. When in the MCM for player as victim, both the "enabled races" and "disabled races" lists are unpopulated.

 

ScreenShot560.png

ScreenShot561.png

Posted
1 hour ago, Zeorik said:

Started a new game, and this seems to have broken creature defeats... in general. When in the MCM for player as victim, both the "enabled races" and "disabled races" lists are unpopulated.

Are you using the Dynamic Defeat Patch?  

 

Defeat 5.3.6 does not have any changes to the MCM  script other than updating the version number.

 

Posted
3 hours ago, Zeorik said:

 

ScreenShot560.png

ScreenShot561.png

 

Haven't had time in last couple of days to do further testing or more than pop in to see if anyone wanted help, but firing up my last SSE save with both esps, 5.3.6 and the 1.4 patch, that's working fine.  Note that all are 'ENABLED' by default, which I think might be a change from the older versions

 

339137859_SkyrimSE2021-11-2619-29-08-245.jpg.49d5dfd77e27412d4bee5746e44f23b9.jpg

Posted

With Bane Master's 5.3.6 and AndrewLRG's 1.4, the MCM looks okay to me as compared to the prior versions.

 

(By the way, I have never changed the lists of enabled and disabled creature races. I have always left those at the defaults.)

 

For reference, here are my MCM lists with original Defeat 5.3.5 and AndrewLRG's 1.3:

 

Spoiler

20211126121243_1.jpg.248f3c4372cd2dc92e1ab10bec13cdb0.jpg20211126121250_1.jpg.5dc4d4b5a83321465b4aa78f79215bd3.jpg

 

Here are the same lists with Bane Master's 5.3.6 and AndrewLRG's 1.4:

 

Spoiler

20211126131112_1.jpg.944d0f1454df2bc222c4f99c34abb7b0.jpg20211126131118_1.jpg.1d61e74000c87162c4a718aa6f9f176e.jpg

 

Posted
1 hour ago, Herowynne said:

With Bane Master's 5.3.6 and AndrewLRG's 1.4, the MCM looks okay to me as compared to the prior versions.

 

(By the way, I have never changed the lists of enabled and disabled creature races. I have always left those at the defaults.)

 

For reference, here are my MCM lists with original Defeat 5.3.5 and AndrewLRG's 1.3:

 

  Hide contents

20211126121243_1.jpg.248f3c4372cd2dc92e1ab10bec13cdb0.jpg20211126121250_1.jpg.5dc4d4b5a83321465b4aa78f79215bd3.jpg

 

Here are the same lists with Bane Master's 5.3.6 and AndrewLRG's 1.4:

 

  Reveal hidden contents

20211126131112_1.jpg.944d0f1454df2bc222c4f99c34abb7b0.jpg20211126131118_1.jpg.1d61e74000c87162c4a718aa6f9f176e.jpg

 

Have you tried a NEW save though? I can't get my old save to work because something else broke the MCMs (and setstage won't fix it... sigh). No creatures appear in the lists for me on the new save, but it 'does' seem to stil lbe working... the creature attacking prior apparently just had the model of a draugr but... wasn't. And thus didn't trigger anything. =w=

Posted (edited)

Installed the LE Bane version and LRG patch for the first successful time, it installed whereas past versions would not.

 

Seems to work except for creatures.  Cant surrender to so far dogs/wolves.  When defeated by reiklings, they are erect while on bleedout, but when the animation starts they are re-clothed.

 

Any idea?  I re-applied in CF as they would tell me.  

 

******EDIT*** 

Uh, never mind.  Upon returning back to the game and combating reiklings again and surrendering the animations with creature parts plays...weird 

Edited by WCSC
Posted
7 hours ago, Zeorik said:

Have you tried a NEW save though?

 

Yes, on a new save. I just did several hours of playtesting Bane Master's 5.3.6 and AndrewLRG's 1.4, and they are working well for me.

 

In particular, the follower collateral is working properly for me now, even when the follower is downed first.

 

I saw many defeats, both from humans and from creatures, and the rape attacks after defeat worked well.

 

Out of dozens of defeats and rapes, I only saw a glitch once during several hours of play - the game got stuck on a skeever rape animation with my follower. Luckily I had a save from shortly before that point, so I reloaded and proceeded. The second time through that scenario, everything worked smoothly.

Posted (edited)

Okay, after hours of try and error I am a little tired by a problem, and I think, I should ask here.

 

I play Skyrim LE again, I sort mods with MO and LOOT (the oldfashioned way), and after starting a new game with Alternate Start the game works so far. But...

 

Everything was nice until I tried to add animations to SL Defeat. The game crashed all time, and I found a solution for that here in the forums by putting Defeat way down into the load order, Cool, that did work but now the animations won´t startanymore. After surrendering I even get a message, that this or that animation would start but it doesn´t...

 

My problem is, that my modlist contains 261 mods (the most of them are gameplay related) and a tool like LOOT can´t solve such a "minor" problem. LOOT tells me, that everything is okay but I get this floating viking right after start, so I know, that something is NOT okay here. But I don´t know what.

 

I play with a lot of mods, that work together, so the load order is always a tricky thing, and I need to chack that manually. But maybe someone is playing with Defeat, and knows, wich mods may particulary sensitive if used together with Defeat. I don´t use the Devious framework, no mods, that alter how fights work, only a good amount of other SL related mods, and of course the Death Alternative series.

 

Is someone here, who had this problem too? And knows probably an evildoing mod here, that should come before or after Defeat? I´m pretty sure, that one file needs to be at another place in the load order but to find that without any hint is like searching a needle in a haybale.

 

Edited by carlfatal
Posted (edited)
12 minutes ago, carlfatal said:

Okay, after hours of try and error I am a little tired by a problem, and I think, I should ask here.

 

I play Skyrim LE again, I sort mods with MO and LOOT (the oldfashioned way), and after starting a new game with Alternate Start the game works so far. But...

 

Everything was nice until I tried to add animations to SL Defeat. The game crashed all time, and I found a solution for that here in the forums by putting Defeat way down into the load order, Cool, that did work but now the animations won´t startanymore. After surrendering I even get a message, that this or that animation would start but it doesn´t...

 

My problem is, that my modlist contains 261 mods (the most of them are gameplay related) and a tool like LOOT can´t solve such a "minor" problem. LOOT tells me, that everything is okay but I get this floating viking right after start, so I know, that something is NOT okay here. But I don´t know what.

 

I play with a lot of mods, that work together, so the load order is always a tricky thing, and I need to chack that manually. But maybe someone is playing with Defeat, and knows, wich mods may particulary sensitive if used together with Defeat. I don´t use the Devious framework, no mods, that alter how fights work, only a good amount of other SL related mods, and of course the Death Alternative series.

 

Is someone here, who had this problem too? And knows probably an evildoing mod here, that should come before or after Defeat? I´m pretty sure, that one file needs to be at another place in the load order but to find that without any hint is like searching a needle in a haybale.

 

Defeat crashes if you edit the animations in it's MCM after you initialize it. After starting the game initialize defeat, save, close the game, start game and load the save it should not crash again.

Edited by swmas
Posted (edited)

@swmas, thank you!

 

I had exactly this issue before, and then I found a solution by putting Defeat way down in the load order. Now I can edit the animations in MCM without crashes, and Defeat gives me a message, that it now works with aggressive animations. Only it won´t play any animations it stops right after initializing them.

 

I made a save after activiating and adjusting the mods in MCM (roundabout 80). And now I am always starting from this save until I´ll see, that it all will work.

 

I am now slowly moving Defeat to a position, where it loads earlier. But it would be good to know, if there are mods, that indeed can and will interfere with Defeat without a message in MO about overwriting anything.

 

 

 

 

Edited by carlfatal
Posted (edited)
On 11/26/2021 at 10:20 PM, Herowynne said:

I just did several hours of playtesting Bane Master's 5.3.6 and AndrewLRG's 1.4, and they are working well for me.

 

In particular, the follower collateral is working properly for me now, even when the follower is downed first.

 

I saw many defeats, both from humans and from creatures, and the rape attacks after defeat worked well.

 

Out of dozens of defeats and rapes, I only saw a glitch once during several hours of play - the game got stuck on a skeever rape animation with my follower. Luckily I had a save from shortly before that point, so I reloaded and proceeded. The second time through that scenario, everything worked smoothly.

 

To follow up on this post...

 

After several days of much play testing of @Bane Master Defeat SE 5.3.6 and @AndrewLRG Dynamic Defeat patch 1.4, they have been rock solid and working really well for me, both in solo play, and also with a follower.

 

I have tested probably around 200 defeats, and have not seen any problems, which is remarkable! ??

 

My testing included Apropos Wear&Tear, and SlaveTats/RapeTats, and lots of variety in terms of human and different creature attackers of all kinds.

 

 

Edited by Herowynne

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