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Posted

 

2 hours ago, PenBoozerX said:

Hmm. Not sure if I'm blind, looking in wrong place or didn't explain myself properly.

The only DD related menu AndrewLRG gives me is a misc menu with options to remove DD from player, I see no option to add them on player during assaults which i was looking for, like how original Captures worked with defeat. I have Bane 5.3.6 and LRG 1.4 from same post. Can you screencap the menu I'm supposed to be getting?

 

40 minutes ago, DonQuiWho said:

Just before I do that, you do have DCL installed?

 

As @DonQuiWho noted, you need DCL installed for that feature to work. The feature is on the Player Post-Assault menu. Here is a screenshot:

 

20220130081203_1.jpg.798aac5b64c9d3722557ff90dd883fe4.jpg

Posted

Aha, I do not, that is it then. That menu doesn't give descriptions for grayed out events so couldn't see the bottom text. Thank you for your patience, I'll go get DCL ?

Posted
5 hours ago, PenBoozerX said:

Aha, I do not, that is it then. That menu doesn't give descriptions for grayed out events so couldn't see the bottom text. Thank you for your patience, I'll go get DCL ?

 

Sorry to be back so late - been a bit busy - but I see the Heroic Herowynne has got there first, and all now seems to be good!

 

?

Posted (edited)
6 hours ago, PenBoozerX said:

Aha, I do not, that is it then. That menu doesn't give descriptions for grayed out events so couldn't see the bottom text. Thank you for your patience, I'll go get DCL ?

Ah, well. While quipping is now it's own event instead of robbery event, it still isn't quite what I was looking for.

In original Captures we could have random devices equipped during assault (so every time enemies take turns on player it would equip something, not only after the entire camp is already done with you and ready to throw your ass into a ditch). I assume there is nothing like that available for Banes version then?

 

edit: screenshot to the old thing from years back, ver v5.3.5 "fixed by themis", we used to have this menu

Spoiler

image.png.dceaaa7c806c802b11d8787e9c13a83d.png

 

Edited by PenBoozerX
added screenshot
Posted
2 hours ago, PenBoozerX said:

Ah, well. While quipping is now it's own event instead of robbery event, it still isn't quite what I was looking for.

In original Captures we could have random devices equipped during assault (so every time enemies take turns on player it would equip something, not only after the entire camp is already done with you and ready to throw your ass into a ditch). I assume there is nothing like that available for Banes version then?

 

edit: screenshot to the old thing from years back, ver v5.3.5 "fixed by themis", we used to have this menu

  Reveal hidden contents

image.png.dceaaa7c806c802b11d8787e9c13a83d.png

 

 

Bane's last 5.3.5 version - search for the latest one 'Defeat v535 SE Bane v3.31 Updated 080921'  - has got those options.  (I'm pretty sure it was the last in a long line of '5.3.5' versions which started with the Themis version, or even before if, IIRC, 'AnyRandomNik' was someone different)

 

But that version will only pick out restraints that come from DD 4.3 or before.  And they are really mainly just decorative, especially when applied to followers and NPCs.  That 5.3.5 option doesn't select the DD 5.0+ range of properly restrictive restraints, which Kharos mod (Better NPC Support for Devious Devices 0.6 beta 3SE BSA version) makes 'stick' properly on Followers and NPCs, so that they can't use weapons when equipped with DDs like mittens, etc  

 

The Bane 5.3.6+AndrewLRG patch

 

- fixes a number of major problems with the base mechanic

- with the patch, uses the DCL mechanism to select DDs from DD 5+

 

The DD selection mechanism is based on the DCL settings, it would seem, but I don't yet know if the DDs selected ore ONLY those in the DCL restraint library or more broadly from the whole DD5 series, and I haven't found anyone who really seems to be sure.  But it's still better than the old one

 

That's a long way of saying 'Ditch what you have now and grab this latest version if you want a fixed mod, and decent restraints'  But I think you're right in that it won't help you get your PC additionally prettily pretzled every time some bandido from the local train robbers has his or her way with them

 

(Sheesh.  I'm beginning to sound like the other nerds .... ? )

 

Whatever, hope that helps

 

DQW

Posted (edited)
7 hours ago, PenBoozerX said:

random devices equipped during assault (so every time enemies take turns on player it would equip something, not only after the entire camp is already done with you


My recollection is that AndrewLRG’s patch works like that. When I was testing it with the default min=3 devices and max=6 devices, and with Event Chance=100%, my character got covered with devices after a single defeat, because she was assaulted afterwards by multiple enemies.

 

4 hours ago, DonQuiWho said:

but I don't yet know if the DDs selected ore ONLY those in the DCL restraint library or more broadly from the whole DD5 series


I thought that I had responded to that question earlier? I know for certain that AndrewLRG’s patch equips regular DD items, because I have seen that. I don’t know if it equips DCL-specific devices, because I have not seen that.

 

 

Edited by Herowynne
Posted

Aha, I understand. So I have to select between a stable version without mid captures or old version with mid captures but old DD, cant have both. Bummer! I'll just have to deal.

Theres so many versions even finding the right types is challenging in a megathread. Thank you for the explanation both of you ?

Posted (edited)
5 hours ago, Herowynne said:

 

I thought that I had responded to that question earlier? I know for certain that AndrewLRG’s patch equips regular DD items, because I have seen that. I don’t know if it equips DCL-specific devices, because I have not seen that.

 

 

 

I thought you had too, saying that that was a function that you didn't use, so when you posted the screenshot showing a 0% chance of adding restraints, I wasn't at all surprised  ?

 

But I can't find the original response so it may have been my imagination .... ?

 

Anyway, my query was not about whether or not DDs are being applied, but really about whether or not the restraints applied via DCL are only taken from a subset of DD restraints that DCL selects, as opposed to all the options in DD for, say hand restreaints etc

 

I've had a look at the DCL script sources and I think that the way the selection process works, something which seems to match DCL's MCM settings, and which items will be used is shown there in

 

dcur_library.psc

 

(I'm sure @Herowynne (or maybe even @Kimy herself! ) can check that and tell me if I'm wrong ? )

 

If that's right tho, and that is the selection methodology also used by AndrewLRG's patch for Defeat, there are loads of restraints of all kinds which, although available in DD5, may never get used because DCL doesn't select them. 

 

Whatever, Bane's 5.3.6 +Andrew LRG's Patch is still an improvement on the predecessor versions tho.  So whilst still limiting, there's no real cause for major complaint

Edited by DonQuiWho
Posted
8 hours ago, DonQuiWho said:

you posted the screenshot showing a 0% chance of adding restraints

 

I posted the screenshot to illustrate the default values.

 

Sometimes I play with the chance = 0%, sometimes I play with the chance = around 5%, and sometimes I play with the chance = 100%.

Posted

Hello! Need help with starting "rape" animations:
PC almost instantly undresses victim, after ~minute victim changes tied pose to idle-standing, and then nothin happens for a few minutes at least. Verified animations with MatchMaker - they can start fast enough. Load order optimized by LOOT

 

Papyrus.0.log

load_order.txt

Posted (edited)

I have the same problem as the guy above me.
Animations work fine with other SexLab mods, but doesn't work on defeat for some reason?
Necro rape works fine, but actual rape never does and just freezes my game with the log not showing anything about it.

 

I'm running default tags, I made sure to uncheck everything related in SexLab MCM, I enabled all animations and everything works fine except the defeat mod. I'm just really confused.

 

I use SE if it matters.

 

Edited by Lnik3500
Posted (edited)

Loot does not do a good job on LL mods. (respectfully expressed ;)

Check, if nothing overwrites the SLAL scripts.

Sexlabanimationloader.

Edited by Tlam99
Posted

In my case slal is second from the end. BTW after installing funnybiz animations I can actually start few of possibilities, but still freeze on the other. Same things in log

Posted
17 hours ago, Lnik3500 said:

I have the same problem as the guy above me.
Animations work fine with other SexLab mods, but doesn't work on defeat for some reason?
Necro rape works fine, but actual rape never does and just freezes my game with the log not showing anything about it.

 

I'm running default tags, I made sure to uncheck everything related in SexLab MCM, I enabled all animations and everything works fine except the defeat mod. I'm just really confused.

 

I use SE if it matters.
 


Try the Baka Version, was the only thing that worked for me

Posted

I didn't check every previous thread. I just wonder is there any post-assault event with "follower got kidnapped"?

 

Somehow I checked this mod with TesVEdit and found there is a quest called "DefeatKidnappingFollower".

Posted (edited)

Bane 5.3.6 works perfect for me seems to have fixed all issues EXCEPT ONE.  Not sure if it can occur with more scenarios but here's what happened.

Follower got knocked down.

I surrendered.  

They wanted her not me, tied me up.  She got raped.  Then one of the bandits came and raped me.  

Then I got stuck in the damned "An enemy is watching you" loop with no additional rapes or recovery/Defeat mechanism exit. 

 

 

Any idea what causes this or how to fix?

Also can 5.3.6 be combined with Baka animations? 

Edited by no_way
Posted

I can confirm too that release 5.3.6 breaks the "all down" defeat scenario. No matter if I select "all down" or "normal" scenario, the moment my PC is defeated, followers stop combat. Went back to 5.3.5 with the LRG patch V1.3 and in that version it works as intended. 

 

Posted

Is there a way to turn off the Aggressive tag requirement for Player As Victim?

 

I disabled a few animations because they really didn't line up right, or they were sort of glitchy, or I just didn't like them. Oral animations, for example, typically resulted in my tall Nord female getting a wiener jabbed into her neck repeatedly (Even Out Heights didn't fix this, either). And one of the "Rough Behind" animations tended to result in her aggressor sinking into the floor, up to his waist.

 

And now I'm just seeing the same three animations over and over again as a result (Rough Missionary, and the two "Leg Up" ones). They're nice and all, but I'd like to see a little more variety. I also think it's just weird that when a woman has her way with my gal, it seems so gentle, while men only go for the rough stuff.

 

I went to the Player As Victim section, and removed the Aggressive tag there under Assault, but nothing's changed. I see that having no tag required causes this mod to default to Aggressive for male-on-female. Is there a way to remove that default? I suppose I could try putting a different tag there, but it seems like that would be rather limiting, too.

Posted
51 minutes ago, donttellmywife said:

Is there a way to turn off the Aggressive tag requirement for Player As Victim?

 

I disabled a few animations because they really didn't line up right, or they were sort of glitchy, or I just didn't like them. Oral animations, for example, typically resulted in my tall Nord female getting a wiener jabbed into her neck repeatedly (Even Out Heights didn't fix this, either). And one of the "Rough Behind" animations tended to result in her aggressor sinking into the floor, up to his waist.

 

And now I'm just seeing the same three animations over and over again as a result (Rough Missionary, and the two "Leg Up" ones). They're nice and all, but I'd like to see a little more variety. I also think it's just weird that when a woman has her way with my gal, it seems so gentle, while men only go for the rough stuff.

 

I went to the Player As Victim section, and removed the Aggressive tag there under Assault, but nothing's changed. I see that having no tag required causes this mod to default to Aggressive for male-on-female. Is there a way to remove that default? I suppose I could try putting a different tag there, but it seems like that would be rather limiting, too.

Dude, just add more animation packs through SLAL (contain also more aggressive not non-consensual variety). Funybuzinez, Leito's (and many new creators) have great animations!.

 

Also on Sexlab mcm you can use some keys to realign both actors during animations. Just disable auto advance on Sexlab, so you have to use the space key to advance any animation stage. So when your PC gets assaulted, use the keys to realign the actors. Then press space to advance to next stage. Realign actors again as needed and repeat. I know this could be a hassle, but you have to do this only once per animation. If you get assaulted again and you get the same animation, Sexlab will "remember" your alignment changes.

Posted
11 hours ago, EmertX said:

I can confirm too that release 5.3.6 breaks the "all down" defeat scenario. No matter if I select "all down" or "normal" scenario, the moment my PC is defeated, followers stop combat. Went back to 5.3.5 with the LRG patch V1.3 and in that version it works as intended. 

 

You can confirm it in your game - In my game, and in testing by other users this is not the case.

 

If you post a log taken when this happens then I'll take a look and see if I can spot why.

Posted

For anyone interested, I made several tests both with 5.3.5 and 5.3.6 both with their respective LRG patch. 

On both of them, I had to do some cleaning before the mods could work as intended:

After updating, I clicked on "reconfigure". Then clicked on "Detect compatible mods", then clicked on "clean up".

Also, just in case anyone else is using "Sexlab separate orgasms" mod, I disabled the setting "aggressor needs to orgasm before ending animations". Don't know exactly why, but if I have that setting enabled, most of the post assault scenarios won't trigger. Once I disabled that, my PC was robbed, had devices put on by the attackers, and then turned into a slave by SD+.

 

By the way. If you are also running into that bug were after the "resist" bar plays and you manage to push the attacker but character won't stand up no matter what and gets killed again, the workaround I found was to use the "sit" button from the mod "iNeed", then quickly hit the jump button (to standup from the sitting animation) and that worked to get up my character. Is not perfect but now I least have a chance to escape.

 

Gotta say Version 5.3.5 with LHR is my sweet spot right now, just because the "all down" defeat scenario plays nice. If my PC has her ass kicked, but her followers are still fighting, why should they stop? I mean, aren't they supposed to "guard her, and all she owns with their lifes"?.

In my play last night while my PC was travelling with Zora and Tikrid (from Interesting NPCs mod) from Dawnstar to the Riften area, they were attacked by bandits outside of Fort Dunstad. Bandits were defeated, and just to make sure the area was clean, I decided to enter the fort. My PC and her followers were overwhelmed by bandits, and Slavers from the "Immersive Wenches" mod.

The 3 adventurers were later abused and used as f*CK toys by the attackers. Their belongings stolen (by the settings of Defeat post-assault, and NPC vs NPC) and then were made slaves (By the Sanguine's debauchery mod).

Tikrid was sold and sent who knows where (Using the mod "Caged followers" combined with a customized version of "SD cages" mod that deletes all the default captives, because I hate not being able to rescue those captives).

 

Zora and my PC were enslaved by one of the bandits in the fort. The bandit abused my PC a couple of times and then ordered her to chop some wood. She pretended to comply, but she was just waiting for a good opportunity to make her move. Once the guy was alone with her, she surprised him from behind and knocked him out (using the "Sneak tools" mod). Oh!, The bandit was really stupid for not having her restrained. Bet he regretted that! (The guards of "Prison Overhaul" are smarter as they always restrain the PC and order her not to move before they have their way with her).

 

With the bandit out and the slave collar key recovered, sneaking out of the fort wasn't that hard. Zora and my PC had lost some equipment and all the money but they were free. Now I'm planning to go back to Whiterun and take Lydia to look for Trikid. Will have to ask around all the Inns or the merchants across the road and see if someone knows something. After I get her back, will be payback time for the damn bandits and Slavers at fort Dunstad.

Posted
3 hours ago, Bane Master said:

You can confirm it in your game - In my game, and in testing by other users this is not the case.

 

If you post a log taken when this happens then I'll take a look and see if I can spot why.

Sorry, probably you are right if the option works normally in your game. I just assumed that because I saw the same issue in the defeat SSE thread:

I guess I can try your version again and turn on the logs to see what is going on. In my case if my PC gets defeated first, the followers will stop combat automatically (as if I had selected the "default" scenario

 

 

 

Posted
17 hours ago, EmertX said:

Dude, just add more animation packs through SLAL (contain also more aggressive not non-consensual variety). Funybuzinez, Leito's (and many new creators) have great animations!.

 

Also on Sexlab mcm you can use some keys to realign both actors during animations. Just disable auto advance on Sexlab, so you have to use the space key to advance any animation stage. So when your PC gets assaulted, use the keys to realign the actors. Then press space to advance to next stage. Realign actors again as needed and repeat. I know this could be a hassle, but you have to do this only once per animation. If you get assaulted again and you get the same animation, Sexlab will "remember" your alignment changes.

Cool, thanks for the tips! I'll look into those!

Posted

Question, I'm using the Baka edition of Defeat and whenever an npc goes down they yell out "enough!" or something similar, but it always sounds like a kids voice. Anyone have any idea on what I check on or just outright turn off to prevent it? Will disabling npc commentaries stop it?

Posted
11 hours ago, Bane Master said:

You can confirm it in your game - In my game, and in testing by other users this is not the case.

 

If you post a log taken when this happens then I'll take a look and see if I can spot why.

 

I just wanted to also say that the 'all down' option wasn't working for me on the latest release either. I made an earlier post detailing what I tried doing to troubleshoot it, but the most important thing was that I did a binary search of my entire modlist trying to isolate any conflicts and in the end realized that it happened even without any other (non-required) mods installed. This was on the 5.3.6 version, I'll also get a papyrus log and post it here when I get a chance.

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