azmodan22 Posted November 4, 2013 Posted November 4, 2013 What I did find (that may lead to save bloat) is that somthing wacky is happening with the magicka regenerations. For example: My Pc was in a fight, got raped, waited a bit and the 'raped' effect was no longer present, but magicka continued to reganerate 50% slower. The minute I killed the last remaining enemy, magicka started regenerating normally. In the past, when I notished the save bloat, magicka was completetly stack and would not regenerate, For me, number 1 suspect for save bloat is always the effects put on the PC (by any mod). If that script gets stuck, or conflicts with something else, you got serious problems.
D_ManXX2 Posted November 4, 2013 Posted November 4, 2013 Those effects can be switched off under mcm section player/companion victim. But yes if those effects is not removed then they too will add in scripts failing.
azmodan22 Posted November 4, 2013 Posted November 4, 2013 One other Thing I wanted to suggest for the next version.. Is there a way to implement a small delay (maybe adjustable through MCM) before a follower attempts to rape a knocked down enemy? When both the PC and the follower attack the same NPC, when knocking her down, you must be an extremely skilled piano player to manage to rape her before the follower does. Even better would be to have the abillity to queue, so the PC will rape the victim after the follower(s) . I also remember that the PC would be raped by all attackers when knocked down. This doen not happen in my game any more. Only the one that knocked the PC down will rape her, then combat will resume.
hryh23k9823u Posted November 4, 2013 Posted November 4, 2013 Goubo, i do have 1 suggestion if it is still possible. For npc vs npc maybe limit the total numbers of npc having sex in the same location will prevent the script from failing. Especially if most people are using those multiple spawn mods like immersive battles or asis. If too many npc enables the sexlab threads then that is what could cause the save game bloat from appearing. Since the script will fail most of them and kill any ability to have defeat working right. So to those having issues try switching male/female and only leave creature on and see if the save game bloat occurs. I don't useany mod like Asis or Immersive battles, and didnt trigger any rape and yet my save went to 5k to 30k, only feature I used from Sexlab Defeat was keeping Elisif the Fair imprisioned in the Hideout this mod features, other than that, nothing, cause usually I have HP settings triggering in a way that Sanguine's Debauchery triggers its on scripts not Defeat. After releasing Elisif from my prision and cleaning the mod, my load went back to 5-6k again...
Tenoyashi Posted November 4, 2013 Posted November 4, 2013 It doesn't work for me the enemys capture me and also strip my charakter, but then the enemys leave without an animation or aggression to me.
azmodan22 Posted November 4, 2013 Posted November 4, 2013 do SL animation play with another plugin? If the script that knockes your character down work, the script that strips your character also work, then this mod works fine. Check your SL MCM menu and make sure that "Restrict aggresive animations" is NOT ticked.
Tenoyashi Posted November 4, 2013 Posted November 4, 2013 nope it is not the problem and it works with sex addicts and an cumshot effect so it should work but it doesn't
azmodan22 Posted November 4, 2013 Posted November 4, 2013 Sex Addicts is not a SexLab addon. It is a standalone mod.
Tenoyashi Posted November 4, 2013 Posted November 4, 2013 are there errors when i install sl with the nexus mod manager?
TheSGC Posted November 4, 2013 Posted November 4, 2013 Just do a manual install (i.e. download, zip files into Data).
Tenoyashi Posted November 4, 2013 Posted November 4, 2013 okay my sl is somehow fucked up and i dont know why -.-
Goubo Posted November 4, 2013 Author Posted November 4, 2013 Are you going to finish the house/dungeon in version 4.2? It looked awesome. No, the hideout will be a mod on its own, I've already do some work around it. Unfortunately it will be removed from the 4.2. What I did find (that may lead to save bloat) is that somthing wacky is happening with the magicka regenerations. For example: My Pc was in a fight, got raped, waited a bit and the 'raped' effect was no longer present, but magicka continued to reganerate 50% slower. The minute I killed the last remaining enemy, magicka started regenerating normally. In the past, when I notished the save bloat, magicka was completetly stack and would not regenerate, For me, number 1 suspect for save bloat is always the effects put on the PC (by any mod). If that script gets stuck, or conflicts with something else, you got serious problems. The debuff is indeed not fully removed when it expire but I don't see how it could be a source of bloat, when you are knocked down again the debuff is however fully removed before being reapplied. But with Skyrim we never know. All of this if fixed in next version anyway. For those who have save bloat, please try to deactivate NPC vs NPC feature and play some, then tell me if the bloat happens.
Froggy Posted November 4, 2013 Posted November 4, 2013 Idea: Ever have the random encounter of a prisoner being escorted by guards? I was thinking you could steal the code for that and integrate it into this mod in a cool way. The idea is that instead of having the body bag to abduct prisoners you would instead instruct your follower(s) to escort the captive back to the prison for you. For example: Before you would capture a bandit, tie them up, stuff them in a body bag, and then walk/teleport back to your hideout to throw them into a cell, and then walk/teleport back. The change would be that instead you would capture a bandit, tie them up, then tell your companion "I need you to do something," target the bandit, and a pop-up appears ("Escort Captive?"). If selected, your companion then marches your new prisoner back the way you came and into the nearest available prison cell & returns. The advantage of this would be that you would no longer have to interrupt you dungeon dive over a single prisoner, and people using "unlimited companions" mods could easily capture several prisoners at a time. Of course the downside is that your companion(s) is no longer with you until they make it back (which can take quite a while), but all in all it would be a far more interesting & realistic experience I think.
TubaAssassin Posted November 5, 2013 Posted November 5, 2013 I don't know if this is something on my end, or if it's with the mod itself, but once the forcey-fun-time is over, the aggressor stays in the final position instead of returning to the regular combative mode. Anyone know a way to fix this?
billass Posted November 5, 2013 Posted November 5, 2013 it's not working with creatures. It is. be more specific. creatures don't rape me With human, which the well i allowed with creatures but creatures not rape player i installed all requirements but not working help..
azmodan22 Posted November 5, 2013 Posted November 5, 2013 it's not working with creatures. It is. be more specific. creatures don't rape me With human, which the well i allowed with creatures but creatures not rape player i installed all requirements but not working help.. Have you installed FNIS creature pack ?
factoryclose Posted November 5, 2013 Posted November 5, 2013 I set my option 'steal' not 'unequip' but rapers just don't steal my equipments! they just unequip my armor not steal!? any solution? I don't know why...
Goubo Posted November 5, 2013 Author Posted November 5, 2013 Idea: Ever have the random encounter of a prisoner being escorted by guards? I was thinking you could steal the code for that and integrate it into this mod in a cool way. The idea is that instead of having the body bag to abduct prisoners you would instead instruct your follower(s) to escort the captive back to the prison for you. For example: Before you would capture a bandit, tie them up, stuff them in a body bag, and then walk/teleport back to your hideout to throw them into a cell, and then walk/teleport back. The change would be that instead you would capture a bandit, tie them up, then tell your companion "I need you to do something," target the bandit, and a pop-up appears ("Escort Captive?"). If selected, your companion then marches your new prisoner back the way you came and into the nearest available prison cell & returns. The advantage of this would be that you would no longer have to interrupt you dungeon dive over a single prisoner, and people using "unlimited companions" mods could easily capture several prisoners at a time. Of course the downside is that your companion(s) is no longer with you until they make it back (which can take quite a while), but all in all it would be a far more interesting & realistic experience I think. What about just "marking" tied up people and if you have some guards in your hideout (I'll put a system where you can recruit guards or set one of your followers as one) one of them would come & take the prisoner to the hideout when you leave the current cell, it would be easier to code. I set my option 'steal' not 'unequip' but rapers just don't steal my equipments! they just unequip my armor not steal!? any solution? I don't know why... Maybe there's a problem in the code, will take a look.
Sundance Posted November 5, 2013 Posted November 5, 2013 What could be an idea is to see some action happening in the jails. Why am I the only one in there? Would be great to see some other women tied up in there and occasionally be punished. Done some more tests and not run into any problems yet. Great mod! looking forward to the next update
flashbangm17 Posted November 5, 2013 Posted November 5, 2013 i cant seem to get my companions to rape anyone H and Shift + H does nothing for me
icladel Posted November 5, 2013 Posted November 5, 2013 Firstly, thanks for the mod, works great. I need some clarification on the "Player as Aggressor" function. Currently I have Player/Companion Aggressor Deactivated. However when I put an NPC down to bleed out mode, and I interact (Press E) with them, a menu will pop up, one option as "Knocked Down" and the other does nothing. Choosing Knocked Down option will make my character rape the NPC. When I approach any NPC with my weapon drawn and I press E on them, instead of speaking to them, there will be a choice to either talk to them or "Attempt Assault". If I "Attempt Assault" and succeed, then my character will rape the NPC For sleeping NPC's, if I activate them, the options are to "Rob", "Rape", "Pickpocket" or just talk. Those are self explanatory. ***All these cases have Player/Companion as Aggressor turned off*** Now I also had one really weird thing happen today. For one case, I crouched to loot a dead NPC's body. An option for "Necrophilia" appeared. This only happened for one NPC specifically. I tried it and my character did the corpse. NOTE: I do not have the Necrophilia plugin installed. Only SL Defeat 4.1, SL Radiant 0.81, Lovers Comfort and the latest framework. The Rob and Rape options I can understand are from this mod as they are mentioned in your mod description page. I couldnt find "Attempt Assault" and "Necrophilia" in your mod description and I need to know if these are actually from Defeat 4.1. Also, why do I have the above options even with Player Aggressor deactivated. Cheers
azmodan22 Posted November 5, 2013 Posted November 5, 2013 Firstly, thanks for the mod, works great. I need some clarification on the "Player as Aggressor" function. Currently I have Player/Companion Aggressor Deactivated. However when I put an NPC down to bleed out mode, and I interact (Press E) with them, a menu will pop up, one option as "Knocked Down" and the other does nothing. Choosing Knocked Down option will make my character rape the NPC. When I approach any NPC with my weapon drawn and I press E on them, instead of speaking to them, there will be a choice to either talk to them or "Attempt Assault". If I "Attempt Assault" and succeed, then my character will rape the NPC For sleeping NPC's, if I activate them, the options are to "Rob", "Rape", "Pickpocket" or just talk. Those are self explanatory. ***All these cases have Player/Companion as Aggressor turned off*** Now I also had one really weird thing happen today. For one case, I crouched to loot a dead NPC's body. An option for "Necrophilia" appeared. This eas for none NPC specifically. I tried it and my character did the corpse. NOTE: I do not have the Necrophilia plugin installed. Only SL Defeat 4.1, SL Radiant 0.81, Lovers Comfort and the latest framework. The Rob and Rape options I can understand are from this mod as they are mentioned in your mod description page. I couldnt find "Attempt Assault" and "Necrophilia" in your mod description and I need to know if these are actually from Defeat 4.1. Also, why I have the above options even with Player Aggressor deactivated. Cheers Tey are from Defeat, yes.
icladel Posted November 5, 2013 Posted November 5, 2013 Thanks for the quick reply azmodan lol. But I still dont get why these options come up for me , the player. I have Player/Companion as Aggressors disabled in MCM. I know it definitely works for Companions. They used to rape every single NPC all the time. Now they dont do it anymore. And yet I, the player, still have the option to rape others...etc. Dont get me wrong, I'm fine with this. I'm just confused and wondering whether that MCM control works for Player. Maybe that option should only say "Companion as Aggressor" (Exclude the word "Player" in that MCM option?). Cheers
Froggy Posted November 5, 2013 Posted November 5, 2013 What about just "marking" tied up people and if you have some guards in your hideout (I'll put a system where you can recruit guards or set one of your followers as one) one of them would come & take the prisoner to the hideout when you leave the current cell, it would be easier to code. Yes, that would work even better!
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