Gildedsteel Posted November 21, 2021 Posted November 21, 2021 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?
WCSC Posted November 21, 2021 Posted November 21, 2021 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
Rattlesnark Posted November 24, 2021 Posted November 24, 2021 (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: 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. Turning NPCvNPC off: Issue persists. Behaviour alike NPCvNPC with 'On Hit' setting, I suppose it defaults? 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 November 24, 2021 by Rattlesnark 1
Popular Post Bane Master Posted November 24, 2021 Popular Post Posted November 24, 2021 (edited) 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 When updating run 'Reconfigure' from the MCM and then run "Clean Up" from the MCM as well. ChangeLog Defeat V5.3.6 Bane 06082024 Fixed a hang in Surrender "Like I need your permission..." dialog Cleaned Master Files Removed some leftover console debug messages Compatibility Fix for Prison Overhaul Patched - Defeat will now suspend player events whilst imprisoned by POP Identified and fixed a root cause of multiple errors and hangs in the original Defeat code Fixed compatibility for Bikini armour - MCM strip slots increased to 10 Fixed a potential dialogue conflict with Submissive Lola: The Resubmission Fixed a cause of occasional hangs where the Aggressors don't initiate Assault dialogue with the player after Knockdown/Surrender Fixed Aggressors ignoring followers until hit when the Player is downed Fixed Surrender scenes hanging in Strugglebar state at the end of assaults Followers will no longer stand around looking bored during Surrender scenes Fixed MCM hotkeys being in an inconsistent state after Import or Reconfigure (Also the custom struggle bar color is now saved) Fixed Downed followers intervening as Witnesses Fixed some link errors and grammar in the English interface file (sexlabdefeat_english.txt) Fixed a condition that could cause Followers to stop combat when the Player is Defeated 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 forwards the fixes I have added in Defeat 5.3.6 and provides some additional Dynamic Defeat bugfixes and content. Changelog Dynamic Defeat LRG Patch V1.6.3 (for Defeat Version 5.3.6) by AndrewLRG Updated to Defeat 5.3.6 06082024 Updated to Defeat 5.3.6 20032024 with compatibility fix for Prison Overhaul Patched Followers affected by Follower Slavery Mod (SFM) won't be teleported after equipping Devices and will resume activities defined by SFM; Thanks to DonQuiWho for suggestion and Bane Master for implementation; Modmakers can specify weapons that won't trigger defeat mechanisms (Player can't be knocked down by these weapons). This should increase compatibility with Zaz's whipping scenes and other mods that don't want Defeat to react on Player getting hit. Thanks to HexBolt8 for suggestion. Added Follower Support for "(Devious Devices) Equip Devices" and "(Cursed Loot) Equip Devices" Post-assault events. When enabled Follower will also equip Devious Devices Added a chance to trigger "Left for Dead" and "Rescued" Post-assault events after equipping Devices Added some missing Devices to "equip list" (Bondage mittens, Yokes, Pear Plugs and others) Fixed an issue when "Device Colour" in MCM was shown incorrectly for some Devices after changing their Types; New post-Assault Event: 'Equip random Devious Devices' (requires Devious Devices 5+ to be installed). Does not require Deviously Cursed Loot.esp. 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 with or without the LRG Dynamic Defeat Patch 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. Herowynne, Tlam99 and andbgame for taking the time to beta test Defeat 5.3.6 SL Defeat LE.5.3.6 Bane 06082024.7z SL Defeat SSE.5.3.6 Bane 06082024.7z Dynamic Defeat LRG Patch 1.6.3 for Bane 06082024.7z Edited August 6, 2024 by Bane Master Dialog Hang Fixed & Masters Cleaned 243
Tlam99 Posted November 24, 2021 Posted November 24, 2021 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.
spyke123 Posted November 24, 2021 Posted November 24, 2021 6 hours ago, Bane Master said: Hi All, Since you post this in the LE thread, does that mean this version work on the LE version too ? 1
Herowynne Posted November 24, 2021 Posted November 24, 2021 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. 1
Herowynne Posted November 24, 2021 Posted November 24, 2021 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 ! ❤️ 4
Hex Bolt Posted November 24, 2021 Posted November 24, 2021 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. 3
Bane Master Posted November 25, 2021 Posted November 25, 2021 (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 November 25, 2021 by Bane Master 3
Rattlesnark Posted November 25, 2021 Posted November 25, 2021 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! 1
Bane Master Posted November 25, 2021 Posted November 25, 2021 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 4
Bane Master Posted November 25, 2021 Posted November 25, 2021 (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 November 25, 2021 by Bane Master
Zeorik Posted November 26, 2021 Posted November 26, 2021 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.
Zeorik Posted November 26, 2021 Posted November 26, 2021 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.
Bane Master Posted November 26, 2021 Posted November 26, 2021 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.
DonQuiWho Posted November 26, 2021 Posted November 26, 2021 3 hours ago, Zeorik said: 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
Herowynne Posted November 26, 2021 Posted November 26, 2021 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 Here are the same lists with Bane Master's 5.3.6 and AndrewLRG's 1.4: Spoiler
Zeorik Posted November 26, 2021 Posted November 26, 2021 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 Here are the same lists with Bane Master's 5.3.6 and AndrewLRG's 1.4: Reveal hidden contents 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=
WCSC Posted November 27, 2021 Posted November 27, 2021 (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 November 27, 2021 by WCSC
Herowynne Posted November 27, 2021 Posted November 27, 2021 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. 3
carlfatal Posted December 1, 2021 Posted December 1, 2021 (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 December 1, 2021 by carlfatal
swmas Posted December 1, 2021 Posted December 1, 2021 (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 December 1, 2021 by swmas
carlfatal Posted December 1, 2021 Posted December 1, 2021 (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 December 1, 2021 by carlfatal
Herowynne Posted December 1, 2021 Posted December 1, 2021 (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 December 1, 2021 by Herowynne 7
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