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Posted
On 1/26/2023 at 7:03 AM, DonQuiWho said:

 

That's interesting!

 

Are you using Death Alternative in your game? 

 

I had that same combo of game/mods.  But Defeat just wouldn't function properly at all until I removed PW 1.2.4. 

 

I had reported the issue in the PW thread with screenshots of the console info on the 'malfunctioning' bandits, but as there was no response from anyone, I thought I'd just try removing PW.  But I did add DA at the same time and that may have made some difference too.  I just can't tell. 

 

And playing time since has been too limited to see if I really have an altogether consistent fix

 

Do you use DA?  If so, which version?  The original SE, or the 'DA - Resurrection' variant?

 

DQW

 

I dont't use DA and for me PW 1.2.4 stops defeat from functioning properly. Specifically when pc and followers  are the aggressors the animation would not play and if i uncheck the running option in PW MCM everything would be fine.

Posted
5 hours ago, Delite said:

I can't find Leash Game mod anywhere. What is it and where can I find it?

 

That mod is still in development and not available for download. Defeat is used for testing, that's why Leash Game shows up in Defeats MCM.

Posted
2 hours ago, AndrewLRG said:

 

That mod is still in development and not available for download. Defeat is used for testing, that's why Leash Game shows up in Defeats MCM.

 

This is one I am really looking forward to seeing. 

 

Long ago SD had something similar, and Devious Framework (I think it was?) made a few stabs at it, which, whilst in the right general direction, did result in the PC getting bounced about a lot ?

 

So my patience be with you .... ?

Posted
13 hours ago, DEX1 said:

PW 1.2.4 stops defeat from functioning properly. Specifically when pc and followers  are the aggressors


That could explain why PW + Defeat work okay for some people but not others.

 

PW + Defeat work okay for me, but I never have PC or followers as aggressors.

Posted (edited)
On 1/9/2023 at 9:17 PM, Bane Master said:
Spoiler

I have updated  Defeat Version 5.3.6 with some additional fixes

  • 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)

 

When updating to 09012023 you need to run 'Check for Compatible Mods' from the MCM to activate the updated follower animations after surrender.

 

Edit: 

Unfortunately the Defeat LRG Patch is only compatible with the original Defeat 5.3.6 24112021 version - using it with later versions will overwrite most of the subsequent fixes.

 

Updated version of the Defeat LRG patch also now available courtesy of AndrewLRG

 

 

Thank you for updating this mod. The most think I like in your version of Defeat is the concentration bar. On high levels it is very difficult for Defeat to be activated, but this bar makes the game more challenging and Defeat scenarios take place more often. The "concentration bar" reminds me the same bar from Sekiro.

 

A little suggestion. Can you please add a feature for a monsters to kill knocked-down player's character? Because when they knock my character, they just stop attacking and walk away as if the character is already dead. I just concider my character dead in this kind of scenario and reload previous save, but it kinda unimmersive. It would be nice for monsters to finish off already defeated character. I've tried to use Death Alternative in order to deal with such situations, but I really didn't like the way it handles with defeat by creatures.

Edited by Delite
  • 2 weeks later...
Posted

when i try to update FNIS behavior this mesage pops up ">>Warning: \character\behaviors\FNIS_Defeat_Behavior.hkx not Skyrim SE compatible<<" is it that it just isnt compatible with the SE or is it some kinda bug?

Posted
3 hours ago, 856712 said:

">>Warning: \character\behaviors\FNIS_Defeat_Behavior.hkx not Skyrim SE compatible<<"

It looks like you downloaded an LE version of the mod (the one on this topic's download page is for LE).  There is a separate page for Defeat SE, or you might want to just pick up Bane Master's updated version that should be available here a few pages back.

  • 2 weeks later...
Posted

@DonQuiWho do you happen to remember if you did anything else then switching to bane's patch to fix the issue you had linked below? Its been a long time, but I'm having the exact same issue related to the defeatutil2 script and tried the solutions following the conversation, but I couldnt fix it so far

I tried both the original SE defeat with andrewLRG's 1.1 patch and the updated version from Bane with the updated 1.4 patch, but in both cases I have the same exact problem.

Error: Static function GetDDVersion not found on object defeatutil2. Aborting call and returning None
Error: Unable to link types associated with static function "DFW_GetVulnerability" on object "defeatutil2"
Error: Static function DCUR_GetDeviceTheme not found on object defeatutil2. Aborting call and returning None
Error: Static function dcur_EquipRandomItem not found on object defeatutil2. Aborting call and returning None
Papyrus.0.log

Posted
43 minutes ago, Deoxyribonucleic_acid said:

@DonQuiWho do you happen to remember if you did anything else then switching to bane's patch to fix the issue you had linked below? Its been a long time, but I'm having the exact same issue related to the defeatutil2 script and tried the solutions following the conversation, but I couldnt fix it so far

I tried both the original SE defeat with andrewLRG's 1.1 patch and the updated version from Bane with the updated 1.4 patch, but in both cases I have the same exact problem.

Error: Static function GetDDVersion not found on object defeatutil2. Aborting call and returning None
Error: Unable to link types associated with static function "DFW_GetVulnerability" on object "defeatutil2"
Error: Static function DCUR_GetDeviceTheme not found on object defeatutil2. Aborting call and returning None
Error: Static function dcur_EquipRandomItem not found on object defeatutil2. Aborting call and returning None
Papyrus.0.log

 

Goodness, that is a DNA sample from a long time ago! 

 

I think I gave up on trying to get that combo to work

 

Presently use Bane's Defeat, as set up in MO2 in this order to allow correct overwrites

 

base mod                             - SL Defeat SSE.5.3.6 Bane Live 09012023

AndrewLRG patch                 - Dynamic DefeatLRG 1-4 LE Patched to Bane Live 09012023 LE

+

Bane's addon mod                - Follower Slavery Mod V1.062 SE-LE

Addn'l Patch to that              - (Follower Slavery Mod V1.062 SE-LE) FSM Masters Expanded for Mod Bandit Camps

+

Death Alternative for Defeat  - DAYMOYL Your Money Or Your Life-13264-7-0-1a-2

 

That all seems to work together OK

 

Just in case it's relevant to you, I can't get this version of Defeat, with or without DAYMOYL - to work at all with any of the latest versions of Public Whore.  A number of other people reported that in the PW thread and it was supposed to be fixed in the latest version (1.42? OTTOMH).  If you have PW installed, you should try removing it and check what happens then

 

Hope that help in some way

 

DQW

Hope that helps

Posted (edited)

Thank you for the reply and suggestion about PW.
I had some more time today so I tried to find the culprit by enabling one mod after another on a clean safe till the device feature stopped working and it seems to be related to DEC (Deviously Enslaved Continued) in my case. Dont really know how they correlate, but tried it a few times to have a replicable result. With it in the loadorder it happens without it doesnt. Public whore works fine with Defeat, at least the part that I use which is player as victim.
Well, if someone in the future runs into the same issue related to defeatutil2 and no devices getting equipped DEC is the or at least a potential culprit.

Its a shame, I know DEC is outdated, but its the only mod I'm aware off that uses "local enslavement" with sd+ right by the actor that found you "vulnerable" instead of just sending you off to simple slavery. It provided some nice variety, but oh well

Edited by Deoxyribonucleic_acid
Posted
50 minutes ago, iDREIS MAD said:

What shortcut "key for Reset or deleting animation tag"?

the "Z" not working anymore

The key used is the one bound to "Default" in your MCM - this is displayed in the bottom left of the MCM screen. This is the original code, I haven't changed it.

 

The instruction to use "Z" in some of the tag tooltips is incorrect as this may not be your MCM Default key. 

 

 

Posted

Hey yall, I've browsed this thread for a fix to animations now playing while attempting to interact with sleeping npcs and couldnt find anything. FNIS run, animations registered with slal, and no publicwhore installed but it still wont work. Suggestions?

Posted (edited)

So, we have the bane's fix + patchs to make Defeat works in AE 1.6.640... And the Zaz animations, which version is the most suitable?

Edited by Sacklabolt
Posted

I've had a horrific time with this. Defeat works just fine - but the animation controller hotkey is not working no matter what I switch it to. Outside of an animation, it generates the prompt in the screenshot attached - during an animation, it just forces another animation and no prompt appears to select an animation.

 

It magically started working once or twice, so I would save my game and not change my load order or mods - but then it would break the next time I launched the game.

 

I've tried adding SE Tools a few times, but that has never worked for me and the Defeat animation selector is fine with me. I'll take literally anything at this point. All the features and animations I've added through mods work perfectly fine, I have no issues or concerns with them - but RNG animation selections keep giving me the same few scenes and while the keybinds to manually cycle through them 1 by 1 works, I can't get the list to appear consistently. Any guesses on where I should check? It's such a dumb problem when all my mods work fine. 

20230221090647_1.jpg

Posted (edited)
On 2/21/2023 at 12:42 PM, cfahf222 said:

I've had a horrific time with this. Defeat works just fine - but the animation controller hotkey is not working no matter what I switch it to. Outside of an animation, it generates the prompt in the screenshot attached - during an animation, it just forces another animation and no prompt appears to select an animation.

 

It magically started working once or twice, so I would save my game and not change my load order or mods - but then it would break the next time I launched the game.

 

I've tried adding SE Tools a few times, but that has never worked for me and the Defeat animation selector is fine with me. I'll take literally anything at this point. All the features and animations I've added through mods work perfectly fine, I have no issues or concerns with them - but RNG animation selections keep giving me the same few scenes and while the keybinds to manually cycle through them 1 by 1 works, I can't get the list to appear consistently. Any guesses on where I should check? It's such a dumb problem when all my mods work fine. 

20230221090647_1.jpg

 

The Defeat '0' key to bring up the animation list is contextual as it's dual purpose.  If the cursor is pointed at the animation in progress, it brings up the list.  If not, brings up Defeat setup like your screenshot.  So just put the cursor/crosshairs on the animation and hit 0 to change it.

Edited by tontoman
Posted

So I may have installed incorrectly as activating this and my Skyrim wont open at all, but deactivate and it launches right up. So question, is there a specific load order I need to be mindful of or gross incompatability this has with something?

 

I am on AE (GOG) with all the latest SKSE plugins etcetera if it helps. Thanks!

Posted (edited)
1 hour ago, luridiryx said:

So I may have installed incorrectly as activating this and my Skyrim wont open at all, but deactivate and it launches right up. So question, is there a specific load order I need to be mindful of or gross incompatability this has with something?

 

I am on AE (GOG) with all the latest SKSE plugins etcetera if it helps. Thanks!

 

(not being rude, a little is lost in translation)

It doesn't help, because you do not specify what version of Sexlab Defeat you are trying to use.  This is a Skyrim 32bit forum, and you should assume it is for old-Skyrim or Skyrim LE and not be compatible with the 64bit version unless specified. 

 

I think you loaded the version SexLab Defeat 5.3.5 in the download button that is only for SkyrimLE.  It will crash SkyrimSE/AE because it uses the old format for the BSA archive file and has Havok-32bits animations. That version is technically abandoned, and some members in the community toke it and updated it a little. 

 

On the Nov-24-2021 post from @Bane Master, he posted his updated version that has a copy "adapted" for SkyrimSE. The SkyrimSE is likely to work with SkyrimAE, but do not asume it will be 100% without testing. 

 

Sexlab Defeat 5.3.6 stand-alone update from BaneMaster.

There's a link for the SkyrimSE version, that I think will work with your game.  There is also the add-on "Dynamic Defeat LRG Patch V1.4 (for Defeat Version 5.3.6 09012023)" by AndrewLRG, it is only for this version. It modifies the defeat event to be dynamic and not just be about low health value with some random chance.

 

If you liked this version of SL Defeat, check on Follower Slavery Mod (FSM).

 

Do not install patches for SL defeat, those are likely for older version and will break this one.

 

-------Another version derived from SL defeat 5.3.5.

Sexlab Defeat Baka Edition; do not mix different Defeat versions, load only one.  You can try it, but only in new game or a "cleaned" save file.

 

 

Edited by safado
Posted
7 hours ago, safado said:

 

 

Sexlab Defeat 5.3.6 stand-alone update from BaneMaster.

There's a link for the SkyrimSE version, that I think will work with your game.  There is also the add-on "Dynamic Defeat LRG Patch V1.4 (for Defeat Version 5.3.6 09012023)" by AndrewLRG, it is only for this version. It modifies the defeat event to be dynamic and not just be about low health value with some random chance.

 

If you liked this version of SL Defeat, check on Follower Slavery Mod (FSM).

 

Do not install patches for SL defeat, those are likely for older version and will break this one.

 

-------Another version derived from SL defeat 5.3.5.

Sexlab Defeat Baka Edition; do not mix different Defeat versions, load only one.  You can try it, but only in new game or a "cleaned" save file.

 

 

 

 

Oh my luckiesttttt stars! You are SPOT ON safado! I had recently downloded SL defeat 5.3.5, and this is surely the source of my woe now realizing with your help that there is a SLD 5.3.6 in addition to the BAKA fork!! I am readily surprised that this 5.3.6 version was not mentioned on our extraordinarily helpful SE Compatibility tracking post (which has evolved into an AE compatibility tracking post less helpful to SE-Purists and called out by myself in the latter pages as being much deserving to a revision of the title.) How odd it should not yet make mention of this update. To ensure your efforts go the furthest distance I will now raise awareness to this fact in that space so that someone might perhaps update the front page. Thank you very kindly!
 

Sincerely,

-A Fresh-Perspective New-Comer Trying to Sort all of these years of posts Out 

 

Posted
On 2/24/2023 at 4:51 PM, tontoman said:

 

The Defeat '0' key to bring up the animation list is contextual as it's dual purpose.  If the cursor is pointed at the animation in progress, it brings up the list.  If not, brings up Defeat setup like your screenshot.  So just put the cursor/crosshairs on the animation and hit 0 to change it.

 

Makes sense in theory, but I'm trying that and it just kicks the current animation to another animation and no prompt at all shows up. It's a massive pain, I really don't know what could be causing it 

Posted
19 minutes ago, cfahf222 said:

 

Makes sense in theory, but I'm trying that and it just kicks the current animation to another animation and no prompt at all shows up. It's a massive pain, I really don't know what could be causing it 

Odd, that's how it works for me.  There is a animation selection key in Sexlab Framework iirc, you can check to make sure that also is 0 (default).  At worst I get a list of one animation, if there's only one animation that makes it past the filters, but it's still a list.

Posted (edited)

EDIT: Running Bane 3.5.6

After more testing, problem is something different.  With a camp of four bandits.  If I 'K" surrender, they are treated as a group and will take turns or do a group animation.  At the end they are satisfied and I have time to get away.

 

If I get knocked down in combat, I only get one scene with the attacker and none of the other enemies are involved.  They don't even stand around watching as they do with surrender.  And at the end they are hostile (minus the one who did the prior assault)  as there's no 'satisfaction' timer running. 

 

Haven't seen this behaviour in defeat before.  

Thanks.

 

Edited by tontoman
Posted (edited)

is there a main mod page or list of features for banes version and LRG patch? i dont know what features it adds beyond looking ingame at the mcm, and for some of the greyed out features i dont know what requirements allow for some

Edited by lightspeed77
Posted
On 2/28/2023 at 2:30 PM, tontoman said:

EDIT: Running Bane 3.5.6

After more testing, problem is something different.  With a camp of four bandits.  If I 'K" surrender, they are treated as a group and will take turns or do a group animation.  At the end they are satisfied and I have time to get away.

 

If I get knocked down in combat, I only get one scene with the attacker and none of the other enemies are involved.  They don't even stand around watching as they do with surrender.  And at the end they are hostile (minus the one who did the prior assault)  as there's no 'satisfaction' timer running. 

 

Haven't seen this behaviour in defeat before.  

Thanks.

 

 

You might just have got unlucky.    IIRC there's a explanatory text appears when hovering over one setting in the MCM which explains how the number of attackers is limited so as to ensure that you don't end up un an endless loop.  Have a look at that, and change it if you think it might help.    IIRC @Bane Master has also mentioned that, in adsdition, there is also a distance limit and NPCs outside that will not participlate either.  Not sure if that was in the mod originally or if he added that.  I'm sure someone else will have a better explanation of these. 

Posted
6 hours ago, lightspeed77 said:

is there a main mod page or list of features for banes version and LRG patch? i dont know what features it adds beyond looking ingame at the mcm, and for some of the greyed out features i dont know what requirements allow for some

 

I don't think there is a single post explanation of his refinements

 

But what options are you unable to access?  If you can tell us, someone here might be able to help

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