omega3131 Posted December 12, 2023 Posted December 12, 2023 2 hours ago, DonQuiWho said: Which Defeat version are you using? And, for that matter, which game are you playing it on? i am using Bane's version and the game is on special editon currently 1.6.130
safado Posted December 13, 2023 Posted December 13, 2023 (edited) 1 hour ago, Hasan1231234 said: i am using Bane's version and the game is on special editon currently 1.6.130 You mean 1.6.1130? Did a lot of your mods broke because of that update? I think for sexlab and Defeat you need to upgrade... Spoiler SKSE64 Anniversary Edition build 2.2.5 (game version 1.6.1130) Address Library for SKSE Plugins Version 9 SexLab SE - Sex Animation Framework v1.66. It also includes PapyrusUtils 4.5. May need executing Debug Clean, because new patched scripts. Maybe not. And registers all settings and animations again. Make sure nothing overwrites new Sexlab 1.66 because it is very new with new scripts and old scripts from something like SLSO may break it. sslThreadController is one of those new files. Maybe SexLab Utility Plus v20231003 is compatible, but you need to ask in that mod support. SLU+ has SLSO support integrated. Edited December 13, 2023 by safado
omega3131 Posted December 13, 2023 Posted December 13, 2023 33 minutes ago, safado said: You mean 1.6.1130? Did a lot of your mods broke because of that update? I think for sexlab and Defeat you need to upgrade... Reveal hidden contents SKSE64 Anniversary Edition build 2.2.5 (game version 1.6.1130) Address Library for SKSE Plugins Version 9 SexLab SE - Sex Animation Framework v1.66. It also includes PapyrusUtils 4.5. May need executing Debug Clean, because new patched scripts. Maybe not. And registers all settings and animations again. Make sure nothing overwrites new Sexlab 1.66 because it is very new with new scripts and old scripts from something like SLSO may break it. sslThreadController is one of those new files. Maybe SexLab Utility Plus v20231003 is compatible, but you need to ask in that mod support. SLU+ has SLSO support integrated. yes sorry for that. No my mods didn’t broken because of the update. I am using sexlab 1.66 and using 5.3.6 SL Defeat. I started to think its bc of tags or settings aand is there any updates for these two i couldnt find anything different than this.
NoctoM Posted December 15, 2023 Posted December 15, 2023 Should I use Death Alternative with this? Or I'll use the bleedout option instead. The bleedout option seems to be buggy when I use "No Transition", but Death Alternative is also really outdated. Is there any alternatives with these?
NoctoM Posted December 15, 2023 Posted December 15, 2023 Nevermind, something is wrong with my setup. For some reason, "No Transition" wouldn't work for me at all. Once my character gets knocked, my followers and the enemies stops fighting. Even with other options, there is a delay of them not fighting before going back in. Can't really tell what is conflicting with my defeat.
safado Posted December 16, 2023 Posted December 16, 2023 4 hours ago, NoctoM said: Nevermind, something is wrong with my setup. For some reason, "No Transition" wouldn't work for me at all. Once my character gets knocked, my followers and the enemies stops fighting. Even with other options, there is a delay of them not fighting before going back in. Can't really tell what is conflicting with my defeat. Try opening your last save with ReSaver 6.x. It helps clean the save from leftovers and may indicate issues. Also, look into the scripts and suspend, if there is any suspend those could be having problems completing. More than 3 repeating scripts in the active scripts, may indicate issues with that mod, depends on mod design.
NoctoM Posted December 16, 2023 Posted December 16, 2023 3 hours ago, safado said: Try opening your last save with ReSaver 6.x. It helps clean the save from leftovers and may indicate issues. Also, look into the scripts and suspend, if there is any suspend those could be having problems completing. More than 3 repeating scripts in the active scripts, may indicate issues with that mod, depends on mod design. I always open up new saves to test out any mods I installed into Skyrim. Do I have to that everytime I start up a new game or only ongoing ones? Also, since Defeat conflicts with Nether Follower Framework. Are they both compatible or I should use a different follower framework instead.
WCSC Posted December 16, 2023 Posted December 16, 2023 @Bane Master I just updated to your newest update. I'm being asked if I should put Defeat before or after Violens Kill Move because it conflicts with 5 files (interface\unilib\unilib_1_listmenu, etc) along with Scripts\unilib_1.pex Should I load defeat before or after?
Bane Master Posted December 16, 2023 Posted December 16, 2023 1 hour ago, WCSC said: conflicts with 5 files (interface\unilib\unilib_1_listmenu, etc) along with Scripts\unilib_1.pex Should I load defeat before or after? The files packed with Defeat have not been updated since the original Defeat 5.3.5 way back in 2016 so I would let Violens overwrite them (as I assume it is more up to date). 1
NoctoM Posted December 16, 2023 Posted December 16, 2023 Just removed Nether Follower Framework and the problem is still there. The enemy and my followers stops fighting for a short amount of time or stop at all when I get knocked down. I can't tell which of my mods is breaking Defeat, either from my bug fixes or the combat overhaul (MCO-DXP). Does anyone has a clue about this?
Maverick939 Posted December 16, 2023 Posted December 16, 2023 Guys, just returned here after some time and I am using "SL Defeat SSE.5.3.6 Bane 09012023" and "Dynamic Defeat LRG Patch 1.4 for Bane 09012023". Is it the latest versions?
Bane Master Posted December 16, 2023 Posted December 16, 2023 14 minutes ago, Maverick939 said: Is it the latest versions? Nope - latest is 18112023 - the newer version has some major fixes compared to your current one. Please note: When updating to 18112023 you need to run 'Reconfigure' from the MCM and then run "Clean Up" from the MCM as well. Enjoy! ? 2
safado Posted December 17, 2023 Posted December 17, 2023 18 hours ago, NoctoM said: I always open up new saves to test out any mods I installed into Skyrim. Do I have to that everytime I start up a new game or only ongoing ones? Also, since Defeat conflicts with Nether Follower Framework. Are they both compatible or I should use a different follower framework instead. If you mean ReSaver, it is a tool to troubleshoot issues with the save files, like orphan instances or spamming scripts. No need to troubleshoot, no need to run it. Do not think Defeat is not compatible with NFF, still I'm not sure because I use EFF.
supersaiyangoku1944 Posted December 17, 2023 Posted December 17, 2023 hello what is the dynamic defeat lrg patch ? do i need it for the main mod version 536 to work ? thanks
safado Posted December 17, 2023 Posted December 17, 2023 (edited) 3 hours ago, supersaiyangoku1944 said: hello what is the dynamic defeat lrg patch ? do i need it for the main mod version 536 to work ? thanks Not really, after Bane patched' version it became more of an add-on. Originally it was a patch with extras. It is recommended to have it installed with bane' patched SL Defeat, but it is optional. The original version patched integration with Sanguine Debauchery enhanced (SD+) and other things, but after 1.1 it started adding new features to defeat conditions and post-assaults. Original LRG patch 1.1 before name change to Dynamic Defeat LRG Patch. Original description for LRG 1.1 and 1.2 versions. Spoiler Unofficial patch for SL Defeat 5.3.5. Mostly adds compatibility with other mods and allows Defeat to use their features. Please consider it as a test build. Don't use it on valuable saves. Content: 1) New defeat condition - Vulnerability from Devious Framework. Wearing Devious Devices increases Players vulnerability. Player might be knocked down on hit if she is wearing too many Devices. You can find vulnerability settings in Devious Framework MCM. Requires DeviousFramework.esm. Won't do anything without it. 2) Unequip Devices - Defeat will try to unequip sex-blocking Devices (belts, plugs, gags, armbinders, yokes, etc.) before sexual assault. Configurable in Defeats MCM (Misc Options). Works only on Generic (non-Quest) Devices. All Devices will be re-equipped afterwards. 3) Preselect animations using DD Animation Filter - Allow Defeat to use DD Animation Filter to scope compatible animations. Might prevent animation swapping while Player is wearing "blocking" Devices. If disabled Defeat will use its original animation selection mechanic. Currently works only in Player-victim, non-creature, 2-actor scenes. 4) New Post-assault events: a) Enslavement and Dreamworld from Sanguines Debauchery - requires SD+ (optional) - Supports enslavement by humans, creatures, falmers and spriggans. b) Equip random amount of Devices - requires Deviously Cursed Loot (optional) - Uses Cursed Loots mechanics to equip Devices. You can select preferable Devices and themes in Cursed Loot MCM. c) New Leash Game - under development. 5) Additional checks for Post-assault events - Prevent some events for firing up, depending on active quests. For example, Defeat won't teleport player to an inn or Simple Slavery auction while SD Enslavement is active. Installation instructions: Just place the content of the archive in your game folder. After installation go to Defeats MCM / General Settings and click "Check for compatible mods". Requires original version of SL Defeat v 5.3.5. Not compatible will any other patches. Can be used on a saved game. Devious Framework, Sanguines Debauchery and Cursed Loot are optional mods. Patch will work without them, but some above listed features will be disabled. After version 1.3 with new Dynamic defeat feature, it got renamed Dynamic Defeat LRG Patch. Current version at 1.4. Only use versions targeting the SL defeat you are using. Spoiler Changes: Standalone Vulnerability mechanic. Devious Framework is no longer required. Vulnerability settings can be changed in Defeat MCM / "Misc Options" page. If you want to continue using Devious Framework Vulnerability enable "Use DFW Vulnerability" option in defeat condition settings. Some options in Defeat MCM / "Player as victim" page were re-arranged. Due to space restrictions Dynamic Defeat settings were moved to a different column. Dynamic Defeat - Base Damage. You can now choose how much damage will different types of weapon do. Dynamic Defeat - Back Hit. Getting hit in the back will increase Defeat Damage by specified amount. Dynamic Defeat - Block Reduction. Successfully blocking an attack will decrease incoming Defeat Damage by specified amount. Added option to unequip Devious Harnesses and Suits before sexual assault on the player. When a Device gets unequipped you will see a notification about it. (upper left corner). Can be disabled in Defeat MCM / "Misc Options" page. Added a new way to remove SexLab tags from "Animation Setting" page. Open Tag list and select "Clear Tags" to remove all tags in corresponding section. Some fixes to reduce DD related error-spamming in log files. 1.4 version change log. It is targeting SL Defeat Bane version because of extensive bug patching by Bane. Spoiler 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. Edited December 17, 2023 by safado 2
DonQuiWho Posted December 17, 2023 Posted December 17, 2023 6 hours ago, supersaiyangoku1944 said: hello what is the dynamic defeat lrg patch ? do i need it for the main mod version 536 to work ? thanks What @safado said But iIt does make the game more challenging, with post defeat restraint being more realistic than Defeat is without it, as the range of restraints added is more functional than the original, mainly cosmetic, items equipped, particularly for hand/arm restraints - so it makes for a more significant player challenge in the resultant gameplay unless, of course, just prancing around in decorative items, merely looking pretty, is more your thing ? DQW 1
NoctoM Posted December 18, 2023 Posted December 18, 2023 Been trying to solve what's wrong with my Defeat. I can't tell if it's normal or an ongoing problem with Defeat, but I can't seem the enemies to stop with the assault. They don't seem to stop despite turning on the "Stop Assault on Combat". They'll just ignore my follower trying to attack the one assaulting my character.
wren888 Posted December 19, 2023 Posted December 19, 2023 (edited) I recently installed Defeat Baka 1.50. I found the creatures toggle fails to work. I.e., whether I click the box or leave it blank, all creatures assault my player. As I've found the two toggles enabling and disabling specific creatures confusing, I never touch them, so that's not an issue. Any help anyone can offer would be appreciated. --edit-- I reverted to an earlier version of Defeat I used with no problem, LE.5.3.6 Bane 08022022 with LRG patch 1.3. It's doing the same thing now. My load order is the same as it was before. Has anyone else had this problem with the creatures toggle? Edited December 20, 2023 by wren888
Tlam99 Posted December 22, 2023 Posted December 22, 2023 play tested now on several end bosses. It just works ! Final battle Harkon. Spoiler 2
Bane Master Posted December 22, 2023 Posted December 22, 2023 3 hours ago, Tlam99 said: It just works ! Thats' great to hear! ? Only took me about 2 years and 8 versions ? 5
i0Bjhansen0 Posted December 23, 2023 Posted December 23, 2023 Setting it to unequip still causes my weapon to drop, and they don't get return if i get teleported away.
Bane Master Posted December 23, 2023 Posted December 23, 2023 4 hours ago, i0Bjhansen0 said: Setting it to unequip still causes my weapon to drop Hmmm - Drop should do that and Unequip should just leave it in your inventory. Haven't seen any other reports of this so far. Can you recreate the issue and post a script log of it please
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