no_way Posted February 25, 2022 Posted February 25, 2022 Cant seem to disable males getting boinked. Any time I have a male NPC in my party/quest/etc, they get knocked and raped even though I have all male stuff turned off. Using the latest Banemaster version.
wren888 Posted February 28, 2022 Posted February 28, 2022 Less than half the creatures are showing up for me in Defeat's "enable creatures" list. Animations for the absent ones won't play. Upon defeat by a creature absent from the list, my character goes into bleedout, and then recovers. When I click "~", it says the animation failed because the creature is invalid. I have animations registered in SLAL for the creatures absent from Defeat's enabled creatures list, and they're checked in SL's creatures' menu. I tried unregistering, then re-registering everything in SLAL. No change. Defeat is low in my load order, but I tried putting it at the bottom. No change. Any ideas on what my problem is?
Zeorik Posted February 28, 2022 Posted February 28, 2022 26 minutes ago, wren888 said: Less than half the creatures are showing up for me in Defeat's "enable creatures" list. Animations for the absent ones won't play. Upon defeat by a creature absent from the list, my character goes into bleedout, and then recovers. When I click "~", it says the animation failed because the creature is invalid. I have animations registered in SLAL for the creatures absent from Defeat's enabled creatures list, and they're checked in SL's creatures' menu. I tried unregistering, then re-registering everything in SLAL. No change. Defeat is low in my load order, but I tried putting it at the bottom. No change. Any ideas on what my problem is? Dumb suggestion, check if any of them are in Defeat's "disabled" list. I've once had most of my creatures disabled by default, and thus needed to manually enable a lot of them.
wren888 Posted February 28, 2022 Posted February 28, 2022 5 hours ago, Zeorik said: Dumb suggestion, check if any of them are in Defeat's "disabled" list. I've once had most of my creatures disabled by default, and thus needed to manually enable a lot of them. Any suggestions are welcome, Zeorik. My Defeat's disabled list is empty. I tried a new game with a new Defeat install, same trouble.
Bane Master Posted February 28, 2022 Posted February 28, 2022 On 2/25/2022 at 5:31 PM, JoshNZ said: My 5 cents. Its all-wase pissed me off that when you try for NPC vs NPC fun you get bad results. I get NPC-Name moves toword Same-NPC-Name, way more offten then I get Bandat moves toward NPC-Name. And when you do get that more offten then not nothing happens. So if you know who I am you know I dont bitch at mod orthers for buggy work I fix the things I want to work in my game a post it to them. Here you go NPC on NPC works now. Please incluse in the main reliese. ... Adds a check so that Victim NPC cant victimise self. Changes ForcePackage to StartScene. Not elegiant but it works. Yours dont... Defeat Quick Fix.7z 51.48 kB · 12 downloads Which defeat version is this based on?
Zeorik Posted March 1, 2022 Posted March 1, 2022 11 hours ago, wren888 said: Any suggestions are welcome, Zeorik. My Defeat's disabled list is empty. I tried a new game with a new Defeat install, same trouble. Ummmh... One other thing I can think of is checking the top tab for any 're-check animation' button. I'm not using the standard Defeat but a patched version that's been floating around... not 100% sure where a link is. When Defeat initially runs I think it grabs the animations it can use, so you'd need to register SLAL animations befoe enabling defeat, or have it manually register the animations (If that's an option... I know in one vesion it is, and it broke Defeat for me due to too many animations freezing Defeat up)
wren888 Posted March 1, 2022 Posted March 1, 2022 (edited) 4 hours ago, Zeorik said: Ummmh... One other thing I can think of is checking the top tab for any 're-check animation' button. I'm not using the standard Defeat but a patched version that's been floating around... not 100% sure where a link is. When Defeat initially runs I think it grabs the animations it can use, so you'd need to register SLAL animations befoe enabling defeat, or have it manually register the animations (If that's an option... I know in one vesion it is, and it broke Defeat for me due to too many animations freezing Defeat up) Thanks, Zeorik. Though my version of Defeat doesn't have a "recheck animation" button, what you said about when to register animations helped. As you said, I needed to register SLAL animations before enabling Defeat. I also found I should have not only load order right (Mod Organizer right pane, for those who have it), but also the priority right (the left pane in Mod Organizer). For anyone out there who has the same problem I did, I put the relevant mods in this order of priority: 1) SL, 2) ZAP, 3) SL Animation Loader, 4) All SLAL animations, 5) Defeat 5.3.6, Bane 6) Defeat LRG patch. Of course, the load order in MO's right pane should match this. But then I had to fix my current save. I went to the MCM and 1) uninstalled Defeat (export settings first if you haven't already), 2) In SLAL, I de-registered all animations and rebuilt the SL registry on that same SLAL page. I clicked the two JSON things that are also there, enabled all my animations again and registered them. 3) Just to make sure (because I don't understand things as well as some), I went to the Creature Framework and unregistered/reregistered everything. 4) I checked SL to make sure everything was checked. 5) I reinstalled Defeat and imported my settings. All the creatures showed up in Defeat's "Player as victim" tab, "enable creatures" box. If I left something out that I should've explained or put extra things in, I apologize. The above worked for me. Thanks again, Zeorik, for identifying my problem and putting me on the right track. Edited March 1, 2022 by wren888 2
Zeorik Posted March 2, 2022 Posted March 2, 2022 17 hours ago, wren888 said: Thanks, Zeorik. Though my version of Defeat doesn't have a "recheck animation" button, what you said about when to register animations helped. As you said, I needed to register SLAL animations before enabling Defeat. I also found I should have not only load order right (Mod Organizer right pane, for those who have it), but also the priority right (the left pane in Mod Organizer). For anyone out there who has the same problem I did, I put the relevant mods in this order of priority: 1) SL, 2) ZAP, 3) SL Animation Loader, 4) All SLAL animations, 5) Defeat 5.3.6, Bane 6) Defeat LRG patch. Of course, the load order in MO's right pane should match this. But then I had to fix my current save. I went to the MCM and 1) uninstalled Defeat (export settings first if you haven't already), 2) In SLAL, I de-registered all animations and rebuilt the SL registry on that same SLAL page. I clicked the two JSON things that are also there, enabled all my animations again and registered them. 3) Just to make sure (because I don't understand things as well as some), I went to the Creature Framework and unregistered/reregistered everything. 4) I checked SL to make sure everything was checked. 5) I reinstalled Defeat and imported my settings. All the creatures showed up in Defeat's "Player as victim" tab, "enable creatures" box. If I left something out that I should've explained or put extra things in, I apologize. The above worked for me. Thanks again, Zeorik, for identifying my problem and putting me on the right track. Glad to hear! I've had... more than my fair share of time spent trying to fix my own broken messes, heh. :x
Nohrin Posted March 15, 2022 Posted March 15, 2022 I have been using banes edition for SE and the animation filters have not been applying to creatures in my tests. I limited the animations when my character is a victim to only "aggressive, aggressivedefault, agressive, rough" and I also excluded the tags "cowgirl, loving". But when an animation involving a wolf starts, all the animations for wolves appear. Is there something I could be doing wrong? Any ideas?
wren888 Posted March 18, 2022 Posted March 18, 2022 I have a request for Bane or LRG. Would you consider adding a fader to Defeat's struggle bar? It's brief during the original defeat, so it's not as intrusive, but with LRG's excellent system, it's often visible for a long time. Thank you both for your excellent work revitalizing Defeat.
Herowynne Posted March 18, 2022 Posted March 18, 2022 1 hour ago, wren888 said: I have a request for Bane or LRG. Would you consider adding a fader to Defeat's struggle bar? It's brief during the original defeat, so it's not as intrusive, but with LRG's excellent system, it's often visible for a long time. Thank you both for your excellent work revitalizing Defeat. The bar does go away when it has completely emptied.
wren888 Posted March 19, 2022 Posted March 19, 2022 On 3/18/2022 at 1:15 AM, Herowynne said: The bar does go away when it has completely emptied. I realize that.
Draego Posted March 21, 2022 Posted March 21, 2022 When I put Sigrid in a sack and then release her she keeps teleporting outside the alvor forge in riverwood. Is there a solution to fix her, so that she doesn't teleports back, help.
Draego Posted March 22, 2022 Posted March 22, 2022 On 11/24/2021 at 2:29 PM, 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 LE.5.3.6 Bane 08022022.7zFetching info... SL Defeat SSE.5.3.6 Bane 08022022.7zFetching info... Dynamic Defeat LRG Patch 1.4.7zFetching info... Bro can you solve problem with Sigrid that when I put her in sack and then release her she teleports to alvor forge everytime, is there a fix to this problem?
the.witcher Posted March 24, 2022 Posted March 24, 2022 This was probably already asked, but how can I get enemies to "submit" to me? I mean usually when they yell "I submit" they either die anyway of some lingering damage thing or my followers murder them faster than I can remember the hotkey to interact with the surrendering bastards... Any tips on how to properly handle this?
no_way Posted March 25, 2022 Posted March 25, 2022 On 2/25/2022 at 12:31 PM, JoshNZ said: My 5 cents. Its all-wase pissed me off that when you try for NPC vs NPC fun you get bad results. I get NPC-Name moves toword Same-NPC-Name, way more offten then I get Bandat moves toward NPC-Name. And when you do get that more offten then not nothing happens. So if you know who I am you know I dont bitch at mod orthers for buggy work I fix the things I want to work in my game a post it to them. Here you go NPC on NPC works now. Please incluse in the main reliese. ... Adds a check so that Victim NPC cant victimise self. Changes ForcePackage to StartScene. Not elegiant but it works. Yours dont... Defeat Quick Fix.7z 51.48 kB · 82 downloads is this for bane 5.3.6 or the original?
no_way Posted March 25, 2022 Posted March 25, 2022 How many enemies can Banemaster 5.3.6 version handle? I get a weird problem now that after a few creatures have had their way with me, they will all turn hostile again and kill me before I can stand up or flee. Doesn't seem to be triggering the usual post-assault calm until you stand up or other post-assault events. Any fix?
Herowynne Posted March 25, 2022 Posted March 25, 2022 4 hours ago, no_way said: How many enemies can Banemaster 5.3.6 version handle? I get a weird problem now that after a few creatures have had their way with me, they will all turn hostile again and kill me before I can stand up or flee. Doesn't seem to be triggering the usual post-assault calm until you stand up or other post-assault events. Any fix? Bane 5.3.6 can handle quite a few enemies. I have been defeated in large bandit camps and had about a dozen attackers have their way with my character and a female follower, with 1 on 1, 2 on 1, and 3 on 1 groupings. In my game, the post-attack calm works as expected. 1
no_way Posted March 26, 2022 Posted March 26, 2022 On 3/25/2022 at 1:20 AM, Herowynne said: Bane 5.3.6 can handle quite a few enemies. I have been defeated in large bandit camps and had about a dozen attackers have their way with my character and a female follower, with 1 on 1, 2 on 1, and 3 on 1 groupings. In my game, the post-attack calm works as expected. Hmm weird. I'm using a 3x spawn multiplier with Daemonic creatures and 3 followers, the initial calm works well but the progress beyond that is really unpredictable. And I find myself getting killed at the end more often than not.
no_way Posted April 5, 2022 Posted April 5, 2022 Followup question: how many followers can it handle? I've got 3 and only 2 ever get collaterally raped no matter how many baddies? Also, can anyone provide a solid answer to what defeat is trying to do when you get the "aggressor stands over you" message/loop? Cause when this happens to me it just gets stuck, no way out and it never progresses. Any fix to this?
WCSC Posted April 5, 2022 Posted April 5, 2022 (edited) 1 hour ago, no_way said: Followup question: how many followers can it handle? I've got 3 and only 2 ever get collaterally raped no matter how many baddies? Also, can anyone provide a solid answer to what defeat is trying to do when you get the "aggressor stands over you" message/loop? Cause when this happens to me it just gets stuck, no way out and it never progresses. Any fix to this? If you're talking about the original version then I've had up to 4-5 followers and most will get assaulted, not all everytime. But also when I've had issues in the past I got it cleared up by putting Defeat almost at the bottom of the load order. I've had issues with NPC vs NPC on the other versions like Bane & Baka. Especially when it comes to NPC's vs NPC's outside of my party, that assaults there never happen, so that's why I went back to using the original Defeat. I only use Baka at times if I'm using his whole suite of mods. Also, I see you're using Demonic Creatures like me. I think I read something in their support thread that creatures are having issues with defeat as it comes to the PC and NPS's and it's trying to get figured out Edited April 5, 2022 by WCSC
fido11 Posted April 6, 2022 Posted April 6, 2022 any way to increase the weight of the sacks? 10 is pretty light for a whole person... also is there any way to transfer a sack to a follower and let them carry a prisoner?
Hex Bolt Posted April 6, 2022 Posted April 6, 2022 29 minutes ago, fido11 said: any way to increase the weight of the sacks? 10 is pretty light for a whole person... also is there any way to transfer a sack to a follower and let them carry a prisoner? Not without changes to the mod. Just an observation, the two questions seem to serve opposite purposes. Increasing the weight of the sack makes transporting a captive more challenging, but giving the sack to a follower nullifies that difficulty. Personally, I don't consider the sack to represent actually carrying the captive since, as you noted, 10 weight isn't much. It's just an amusing way of depicting it, rather than having the prisoner run along behind you on an invisible rope and possibly get killed along the way. I think of the 10 weight as the difficulty of leading a bound prisoner with a rope, giving it a good tug whenever he starts dragging his feet. Physically carrying a person (who might even weigh more than you do) a long distance, particularly one who might be struggling, never seemed practical to me. It's probably not worth overthinking. For the inconvenience of 10 weight, you manage to deliver your captive to a guard. Though more often than not, the guy's despawned by then -- and that would explain a light sack. ?
fido11 Posted April 7, 2022 Posted April 7, 2022 16 hours ago, HexBolt8 said: Not without changes to the mod. Just an observation, the two questions seem to serve opposite purposes. Increasing the weight of the sack makes transporting a captive more challenging, but giving the sack to a follower nullifies that difficulty. Personally, I don't consider the sack to represent actually carrying the captive since, as you noted, 10 weight isn't much. It's just an amusing way of depicting it, rather than having the prisoner run along behind you on an invisible rope and possibly get killed along the way. I think of the 10 weight as the difficulty of leading a bound prisoner with a rope, giving it a good tug whenever he starts dragging his feet. Physically carrying a person (who might even weigh more than you do) a long distance, particularly one who might be struggling, never seemed practical to me. It's probably not worth overthinking. For the inconvenience of 10 weight, you manage to deliver your captive to a guard. Though more often than not, the guy's despawned by then -- and that would explain a light sack. ? Well the way I play, I already have reduced carry weight, so I generally have a follower as a pack mule of sorts (which adds to the challenge since their carry weight is also reduced). Submit has the feature of having a slave follow behind but the mod is a little outdated and seems to have problems with other similar mods.
Slorm Posted April 10, 2022 Posted April 10, 2022 (edited) It's been some years since I last tried this mod but thought I'd give it a try again using the Bane Master v5.3.6 version. Everything seems to work except if defeated by a human/animal at the end the pc is stuck on the ground after the sex scene and cannot move. The attacker then goes hostile after a few seconds and attacks the pc again. I've tried various settings like setting Robbery to 0 etc but the pc always goes into the pose of sitting on the ground and is unable to move. EDIT: Animal attacks have the same problem. After a bit more testing I found that once the pc has been hit again a press on the left mouse button will then put her into attack mode but her chances of escaping are not good by then Edited April 10, 2022 by Slorm
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