AndrewLRG Posted January 11, 2024 Posted January 11, 2024 6 hours ago, blarghxxx said: Thanks for adding DD support without DCL! Seems to work fine so far, although I would prefer it if after that event one of "left for dead" or "rescued" events would also trigger, which does not seem to be the case right now. I like this idea. Lets say, there will be a chance to trigger "Left for Dead" when Player is defeated by people and "Rescued" when creatures are involved. 1
Maverick939 Posted January 12, 2024 Posted January 12, 2024 I had used LE years ago and used the mod Sexlab Submit - Recruit Follower. Is there something similar for Defeat now for SE? Alvok's mods that let you have the option to have its follower as enemies brought back this memory of mine and I wanted to beat, fuck and recruit their NPCs.
blarghxxx Posted January 12, 2024 Posted January 12, 2024 11 hours ago, AndrewLRG said: I like this idea. Lets say, there will be a chance to trigger "Left for Dead" when Player is defeated by people and "Rescued" when creatures are involved. Ideally it should be configurable (if not too much work). Getting rescued (or dumped somewhere farther away) with a lot of restraints on might actually be a worse outcome than remaining close by. You have to get rid of your restraints, possibly fight off people in town trying to take advantage of you and get back to the one who stole all your stuff. especially when playing with Sexlab Survival, this can be quite a challenge.
Kreidman Posted January 16, 2024 Posted January 16, 2024 (edited) This is a post from (golgoth23) but im having the exact same problem so ill repost exactly what he posted Hiyall i recently got a bug > When raping a tied/bounded NPC, the animation plays for 3 seconds and the victim revert to tied/bounded pose, while the aggressor animation still goes on (and the facial animation and sounds of the victim too). It happen with PC on NPC or NPC on NPC (even creatures) - Regular assaults on broken victims (not tied) work fine - FNIS was re executed but didn't fix the problem. Any clue, advice ? Thanks Currently using: SSE version Edited January 16, 2024 by Kreidman
NoctoM Posted January 16, 2024 Posted January 16, 2024 Went back to this mod so I continue to find the problems that has been bugging me. Despite disabling most of my mods, hostiles still can't recognize combat when in a defeat scene. They'll continue to do it until they die. @Bane Master Is there something I am missing? Like any options in Defeat or Sexlab? I don't know if I should continue disabling mods despite the only ones left are textures and models. I've already disabled my combat mods and even bug fixes (apart from USSEP) so I don't really know what's causing this.
Bane Master Posted January 17, 2024 Posted January 17, 2024 11 hours ago, NoctoM said: They'll continue to do it until they die. I'm not sure exactly what your issue is - can you explain the problem in more detail?
NoctoM Posted January 17, 2024 Posted January 17, 2024 6 hours ago, Bane Master said: I'm not sure exactly what your issue is - can you explain the problem in more detail? I'm not really good at explaining, but I'll try to explain my issue. The biggest hurdle I have with this mod is that enemies (and possibly followers) doesn't seem to cancel or stop the defeat scene despite, for example, someone engaged the enemies in combat. These also includes spectators as they'll continue to watch while you or your followers are trying to kill them. The only option I have to force them to stop is the "stop when hit" option, which is inconsistent and unreliable when using ranged weapons or hitbox overhauls like Precision since hurtboxes aren't consistent to the animation. I am not really what's causing this. This is also happening with other versions of Defeat like baka's. I am well sure enough that the enemies' AI is broken, but I am not sure if this is a normal SexLab problem or a different mod causing this. I've already disabled most gameplay mods, and used new save files to try out if this problem still persists. But the results are still the same.
Bane Master Posted January 17, 2024 Posted January 17, 2024 (edited) 7 hours ago, NoctoM said: The only option I have to force them to stop is the "stop when hit" option, I'm afraid that is the only mechanism that will work because to stop all the various actors attacking each other during scenes they all have a magic effect added to them that stops them from fighting. The built in "stop when hit"/"stop on combat" settings can dispel this - other mods won't know about it and so they can't. Edited January 17, 2024 by Bane Master
Tlam99 Posted January 18, 2024 Posted January 18, 2024 8 hours ago, NoctoM said: your followers Go into sneak mode, your followers will do it, too. (explain, I set my follower to unaggressive, sneak will prevent followers to attack)
NoctoM Posted January 18, 2024 Posted January 18, 2024 14 hours ago, Bane Master said: I'm afraid that is the only mechanism that will work because to stop all the various actors attacking each other during scenes they all have a magic effect added to them that stops them from fighting. The built in "stop when hit"/"stop on combat" settings can dispel this - other mods won't know about it and so they can't. So the most likely reason why Defeat's "stop on combat" isn't working is either a mod that is breaking the AI's combat detection or a mod that changes how magic effect or dispelling works. I'll take a look for mods related to spells, especially SPID. I'll give any info once I'm done testing Defeat again. 14 hours ago, Tlam99 said: Go into sneak mode, your followers will do it, too. (explain, I set my follower to unaggressive, sneak will prevent followers to attack) Sorry if my explanation is badly worded out, but what I wanted is that any form of aggression with my character or followers should stop any defeat scene midway. I want to rely on defeat's "stop on combat" setting but as of right now, it is not working. Though, can I ask? What Skyrim version and mods are you playing with? It might help me a lot finding the cause of this problem.
Tlam99 Posted January 18, 2024 Posted January 18, 2024 1 hour ago, NoctoM said: Skyrim version and mods SE, latest preAE. sometimes activated, depends on which style I want to play. Player uses most of the time Dibella's No.2. Part of Harvesting Adventures. As I play my own mods is explaing itself. So I got some option to play.
AndrewLRG Posted January 20, 2024 Posted January 20, 2024 An update for Dynamic Defeat LRG Patch V1.6 for "Defeat V5.3.6 Bane 18112023". 1) Added Follower Support for "(Devious Devices) Equip Devices" and "(Cursed Loot) Equip Devices" Post-assault events. When enabled Follower will also equip Devious Devices; 2) Added a chance to trigger "Left for Dead" and "Rescued" Post-assault events after equipping Devices; 3) Added some missing Devices to "equip list" (Bondage mittens, Yokes, Pear Plugs and others); 4) Fixed an issue when "Device Colour" in MCM was shown incorrectly for some Devices after changing their Types; Thank to DonQuiWho and blarghxxx for suggestions/feedback and to Bane Master for updated version of Defeat (it really is more stable now). Dynamic Defeat LRG Patch 1.6 for Bane 18112023.zip 7
Bane Master Posted January 20, 2024 Posted January 20, 2024 15 minutes ago, AndrewLRG said: An update for Dynamic Defeat LRG Patch V1.6 for "Defeat V5.3.6 Bane 18112023" Thanks again! - I have updated the version on the original post to 1.6 6
Herowynne Posted January 20, 2024 Posted January 20, 2024 (edited) 4 hours ago, AndrewLRG said: An update for Dynamic Defeat LRG Patch V1.6 for "Defeat V5.3.6 Bane 18112023". 3 hours ago, Bane Master said: I have updated the version on the original post to 1.6 Just FYI -- 7-Zip is able to open the zip file, but the built-in WIndows 10 zip file support is unable to open it and gives an error. Here is the error message from Windows 10: Spoiler When using 7-Zip to extract the files, 7-Zip also indicates an issue with the file: Spoiler EDIT -- Renaming the file's extension from .zip to .7z appears to fix the issue. Perhaps it is a 7-Zip archive rather than a plain old zip file? Edited January 20, 2024 by Herowynne
AndrewLRG Posted January 20, 2024 Posted January 20, 2024 (edited) 21 minutes ago, Herowynne said: Just FYI -- 7-Zip is able to open the zip file, but the built-in WIndows 10 zip file support is unable to open it and gives an error. Just in case, the same in .7z format. Dynamic Defeat LRG Patch 1.6 for Bane 18112023.7z Quote EDIT -- Renaming the file's extension from .zip to .7z appears to fix the issue. Perhaps it is a 7-Zip archive rather than a plain old zip file? Yes, I used 7-zip to compress and called it .zip. Force of habit. Edited January 20, 2024 by AndrewLRG 1
Herowynne Posted January 20, 2024 Posted January 20, 2024 14 minutes ago, AndrewLRG said: Just in case, the same in .7z format. Thanks! ❤️ You are awesome!
Bane Master Posted January 21, 2024 Posted January 21, 2024 13 hours ago, AndrewLRG said: Just in case, the same in .7z format. Updated on the original post also 1
SeekerOfDragons Posted January 21, 2024 Posted January 21, 2024 I've been away from Skyrim for a bit and have come back to find the latest batch of patches have messed up a lot of my mods. I've gone back to try installing updated mods, but when I install Sexlab Defeat, Skyrim fails to load. I have sexlab installed as I can access it in game, but defeat Won't load even after updating FNIS. Is the Dynamic Defeat mod the patch for this issue?
DonQuiWho Posted January 21, 2024 Posted January 21, 2024 23 hours ago, AndrewLRG said: An update for Dynamic Defeat LRG Patch V1.6 for "Defeat V5.3.6 Bane 18112023". 1) Added Follower Support for "(Devious Devices) Equip Devices" and "(Cursed Loot) Equip Devices" Post-assault events. When enabled Follower will also equip Devious Devices; 2) Added a chance to trigger "Left for Dead" and "Rescued" Post-assault events after equipping Devices; 3) Added some missing Devices to "equip list" (Bondage mittens, Yokes, Pear Plugs and others); 4) Fixed an issue when "Device Colour" in MCM was shown incorrectly for some Devices after changing their Types; Thank to DonQuiWho and blarghxxx for suggestions/feedback and to Bane Master for updated version of Defeat (it really is more stable now). Dynamic Defeat LRG Patch 1.6 for Bane 18112023.zip 249.87 kB · 16 downloads Yes!!!!! That sounds 'awesome', Andrew, to use 'current speak'. Thank you very very much. I'll try to test the update as soon as I can but right now I am in the process of packing up 40 years of stuff to move house, 😏, so time to play is VERY limited. OH is a terrible taskmistress .... She's frighten LOLA something terrible Trust others can step in to help on this DQW
DonQuiWho Posted January 21, 2024 Posted January 21, 2024 4 hours ago, DonQuiWho said: Yes!!!!! That sounds 'awesome', Andrew, to use 'current speak'. Thank you very very much. I'll try to test the update as soon as I can but right now I am in the process of packing up 40 years of stuff to move house, 😏, so time to play is VERY limited. OH is a terrible taskmistress .... She's frighten LOLA something terrible Trust others can step in to help on this DQW @AndrewLRG @Bane Master Hi Had 10 minutes to install the updates and have a peek and have a Quick Query I Installed the updated mod and addon - just overwrote the previous versions - and when tried to change the new DD % chance and settings, I got a message saying something about not having the 'leash game esp' installed and I couldn't see any of the newly added DD options etc at all. Is there a dependency I'm missing? - I couldn't find an esp of that name anywhere, nor is it showing as a master in my MO2 defeat mod plugins There was an optional outcome for that in prior versions of Defeat, which I have never tried, but in my haste, I'm not sure if that is still showing in the 'new' version MCM TIA for any clues you might have, should it be anything from here DQW
AndrewLRG Posted January 21, 2024 Posted January 21, 2024 1 hour ago, DonQuiWho said: @AndrewLRG @Bane Master Hi Had 10 minutes to install the updates and have a peek and have a Quick Query I Installed the updated mod and addon - just overwrote the previous versions - and when tried to change the new DD % chance and settings, I got a message saying something about not having the 'leash game esp' installed and I couldn't see any of the newly added DD options etc at all. Is there a dependency I'm missing? - I couldn't find an esp of that name anywhere, nor is it showing as a master in my MO2 defeat mod plugins There was an optional outcome for that in prior versions of Defeat, which I have never tried, but in my haste, I'm not sure if that is still showing in the 'new' version MCM TIA for any clues you might have, should it be anything from here DQW I removed "(Misc) LeashGame" from Post-Assault Page to free some space. Message about needing 'Leash SimpleSlavery.esp' to be installed might still appear in bottom section of MCM when you hover over "Follower Support" option in "(Devious Devices) Equip Devices". Spoiler Is the message you're getting popping on top of everything or is it like in the screenshot?
DonQuiWho Posted January 21, 2024 Posted January 21, 2024 (edited) 1 hour ago, AndrewLRG said: I removed "(Misc) LeashGame" from Post-Assault Page to free some space. Message about needing 'Leash SimpleSlavery.esp' to be installed might still appear in bottom section of MCM when you hover over "Follower Support" option in "(Devious Devices) Equip Devices". Is the message you're getting popping on top of everything or is it like in the screenshot? Thanks for the quick reply Oddly, it's not there it pops up. It's at the bottom of the page, as shown below. Even after resetting the MCM in the console with the setstage ski_configmanaerinstance 1 command Always appears when the cursor is on the 'Event Chance' Selector. And strangely, if you set that to 100%, reset it to 0% and then click on it, the bar appears showing 100% 😏 And I have never seen anything but the 'SETTINGS HIDDEN' as the MCM always shows 'Event Disabled' EDIT: Should have said it's also true if Follower Support on DCUR option is On or OFF I even cleaned the save of two, probably unrelated, instances, and tried again with the clean slave I'm afraid I haven't had time to uninstall Defeat, or the earlier version of your addon. completely and clean the save but I hope this info helps DQW Edited January 21, 2024 by DonQuiWho
AndrewLRG Posted January 22, 2024 Posted January 22, 2024 (edited) 3 hours ago, DonQuiWho said: Thanks for the quick reply Oddly, it's not there it pops up. It's at the bottom of the page, as shown below. Even after resetting the MCM in the console with the setstage ski_configmanaerinstance 1 command Always appears when the cursor is on the 'Event Chance' Selector. And strangely, if you set that to 100%, reset it to 0% and then click on it, the bar appears showing 100% 😏 And I have never seen anything but the 'SETTINGS HIDDEN' as the MCM always shows 'Event Disabled' EDIT: Should have said it's also true if Follower Support on DCUR option is On or OFF I even cleaned the save of two, probably unrelated, instances, and tried again with the clean slave I'm afraid I haven't had time to uninstall Defeat, or the earlier version of your addon. completely and clean the save but I hope this info helps DQW Ok, I think this should fix it. The issue, probably, occurred because OIDs array for Post-Assault events got mixed up after I removed Leash Game from MCM. Dynamic Defeat LRG Patch 1.6.1 for Bane 18112023.7z Edited January 22, 2024 by AndrewLRG 2
Bane Master Posted January 22, 2024 Posted January 22, 2024 7 hours ago, AndrewLRG said: Ok, I think this should fix it. Annnnd..... Updated on the Original Post 2
DonQuiWho Posted January 22, 2024 Posted January 22, 2024 8 hours ago, AndrewLRG said: Ok, I think this should fix it. The issue, probably, occurred because OIDs array for Post-Assault events got mixed up after I removed Leash Game from MCM. Dynamic Defeat LRG Patch 1.6.1 for Bane 18112023.7z 352.99 kB · 7 downloads TYVM for being so quick! I'll see what I can do to test that later today DQW
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