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Posted

On LE I've managed to get Defeat to show up by putting it last in my load order, however, it will not install. Is there a fix for this?

Posted
14 minutes ago, Lenore said:

On LE I've managed to get Defeat to show up by putting it last in my load order, however, it will not install. Is there a fix for this?

What do you mean with show up and install? Are you using MO2 or vortex?

 

If you get it to show up in the MCM but the quest doesn't start you can try to restart the quest. For that you need the quest name, in the console type "help defeat" and look for the quest object. Then type "setstage <quest name> 0" to restart the quest.

Posted
8 minutes ago, TrollAutokill said:

What do you mean with show up and install? Are you using MO2 or vortex?

 

If you get it to show up in the MCM but the quest doesn't start you can try to restart the quest. For that you need the quest name, in the console type "help defeat" and look for the quest object. Then type "setstage <quest name> 0" to restart the quest.

 

It shows in the MCM, I installed using MO2 .. Defeat requires you to click the install button in the MCM. That button for me does nothing. I click it, then exit the MCM and wait for the message .. it just never installs.  I'm not sure what quest you're talking about? 

Posted
45 minutes ago, Lenore said:

 

It shows in the MCM, I installed using MO2 .. Defeat requires you to click the install button in the MCM. That button for me does nothing. I click it, then exit the MCM and wait for the message .. it just never installs.  I'm not sure what quest you're talking about? 

I see, restarting the quest from the console won't help you at this point then.

 

But sometimes you need to install/save/reload to make sure the quest is correctly initialized. Then you can start it from the MCM.


If it still doesn't work, there should be  a message in the logfile explaining why it failed to start.

Posted (edited)
On 3/7/2024 at 5:35 PM, TrollAutokill said:

But sometimes you need to install/save/reload to make sure the quest is correctly initialized. Then you can start it from the MCM.

 

Yeah i tried this, i'll have to enable the log and start a new save .. idk, I've tried everything else. Thank you for the advice.

 

Was unable to figure it out O.o .. ahh well, moves on to another defeat mod, lol.

Edited by Lenore
Posted
15 minutes ago, Lenore said:

5.3.6 .. i scoured the forums for a solution

I'm not aware of any widespread problems with the MCM not appearing, if you do decide to give it another try at any point post a log of the attempt and I'll see if I can spot anything that might point towards the issue.

Posted
14 hours ago, Bane Master said:

I'm not aware of any widespread problems with the MCM not appearing, if you do decide to give it another try at any point post a log of the attempt and I'll see if I can spot anything that might point towards the issue.

 

The MCM showed up, but, as I said above .. it just wouldn't install. Ty very much.

Posted
27 minutes ago, Lenore said:

The MCM showed up, but, as I said above .. it just wouldn't install.

Sure, a log of the attempted install when defeat is first loaded  and then attempting to start the mod would likely tell us what the issue is.

Posted

Hello,


I'm having an issue where random NPCs will get stuck looping bleedout recover animations with no way to reset them except recycleactor or simply killing them.
After they get stuck in this state, there's no way for me to reset their package or animation.
Any help will be appreciated.

 

Using the latest bane patch and no LRG patch.

 

Spoiler

enb2024_3_16_13_27_19.thumb.png.7762aeeca2944908128c6bc52f04adc8.png

 

Posted
1 hour ago, ssskn said:

Hello,


I'm having an issue where random NPCs will get stuck looping bleedout recover animations with no way to reset them except recycleactor or simply killing them.
After they get stuck in this state, there's no way for me to reset their package or animation.
Any help will be appreciated.

 

Using the latest bane patch and no LRG patch.

 

  Hide contents

enb2024_3_16_13_27_19.thumb.png.7762aeeca2944908128c6bc52f04adc8.png

 

Did you try the disable/enable trick?

Posted
On 1/5/2024 at 10:23 AM, DarklyNightly said:

acheron compatibility?

This one is made for Acheron, and I liked it. That said, it is for your enemies to assault you/your followers ONLY and does not allow you to assault them.

Posted
On 3/16/2024 at 2:38 PM, TrollAutokill said:

Did you try the disable/enable trick?

Yes of course. Really nothing works to reset this, outside of killing them + recycleactor.

 

It's really the recover from bleedout animation, then back stepping then back to bleedout and repeat. This repeats 3-4x as they move backwards, then they reset back to their initial location.

 

No defeat commands work either besides kill, which will kill you as well even through god mode, Also putting them in a bag and releasing them at a different location and then they will revert to spazing out like this.

Posted

Partial NPC voiceover for "SL Defeat 5.3.6 Bane 18112023" using ElevenLabs voice generator. Made for LE, should be compatible with SE/AE. Currently contains only 4 vanilla voices: "Female Commander", "Female Sultry", "Female EvenToned" and "Female Nord". Female characters with other voices will use one of the above mentioned tones. Male voices will be added afterwards. Lets test how this thing works first. :) 

 

Voice 1.0 for Defeat 5.3.6 Bane 18112023.7z

 

Examples:

 

 

 

Posted
15 minutes ago, AndrewLRG said:

Partial NPC voiceover for "SL Defeat 5.3.6 Bane 18112023" using ElevenLabs voice generator. Made for LE, should be compatible with SE/AE. Currently contains only 4 vanilla voices: "Female Commander", "Female Sultry", "Female EvenToned" and "Female Nord". Female characters with other voices will use one of the above mentioned tones.

 

Those samples are really high quality. I am impressed with how good voice generation has gotten!

Posted
5 minutes ago, Herowynne said:

 

Those samples are really high quality. I am impressed with how good voice generation has gotten!

 

The problem is in intonation. It's complicated to get a voice line with correct emotions. I've tried to make it sound not monotone, but it can't replace real voice actors. On the other hand, voice generators are cheaper. :) 

Posted (edited)

A new version of Defeat 5.3.6 and the Dynamic Defeat LRG Patch and have been released on the original post.

 

Defeat V5.3.6 Bane 20032024

Dynamic Defeat LRG Patch V1.6.3 (for Defeat Version 5.3.6) by  AndrewLRG

 

Thanks to @AndrewLRG for updating his Dynamic Defeat Patch and to @Herowynne for the original suggestion and testing the fix

Edited by Bane Master
Posted
20 hours ago, AndrewLRG said:

Partial NPC voiceover for "SL Defeat 5.3.6 Bane 18112023" using ElevenLabs voice generator. Made for LE, should be compatible with SE/AE. Currently contains only 4 vanilla voices: "Female Commander", "Female Sultry", "Female EvenToned" and "Female Nord". Female characters with other voices will use one of the above mentioned tones. Male voices will be added afterwards. Lets test how this thing works first. :) 

 

Voice 1.0 for Defeat 5.3.6 Bane 18112023.7z 17.65 MB · 7 downloads

 

Examples:

 

 

 

 

Wow!  Those sound really good, Andrew!  I'll give them a whirl when I can next find some time to play properly -  moving home is a pig and time is really limited!

 

Whilst you're here, so to speak, can I ask a quick question about your patch?  So far, when I've had a chance to play, it seems OK, but what I'd really like to know is from what part of DD the restraint assets used come from.  Are they all from Integration.esm?  Or do any come from Assets.esm or Expansion.esm? 

 

Reason for asking is that, as the world moves on, the DD NG folks have really speeded up DD application and gameplay, initially by overwriting parts of DD, but their latest update actually provides a REPLACEMENT Integration.esm and pulls the restraints from that. Asset references are identical so there is no problem there, but 'in use' operation now works a bit differently.  It seems to work fine, but their thread/discord implies that anything coming from Assets or Expansion esms may not 'function' properly (if at all), or at least not as well

 

So does your patch use only assets from Integration.esm, or are any lifted from Assets.esm or Expansion.esm, and if any are, any clues as to what they might be so that we can maybe disable/avoid their addition in your/our MCM?   

 

If anyone else out there understands this sort of stuff well enough to let me, and the rest of us non tech minded plebs, know what to look for, or maybe avoid, please feel free!

 

DQW

Posted
21 hours ago, DonQuiWho said:

 

Wow!  Those sound really good, Andrew!  I'll give them a whirl when I can next find some time to play properly -  moving home is a pig and time is really limited!

 

Whilst you're here, so to speak, can I ask a quick question about your patch?  So far, when I've had a chance to play, it seems OK, but what I'd really like to know is from what part of DD the restraint assets used come from.  Are they all from Integration.esm?  Or do any come from Assets.esm or Expansion.esm? 

 

Reason for asking is that, as the world moves on, the DD NG folks have really speeded up DD application and gameplay, initially by overwriting parts of DD, but their latest update actually provides a REPLACEMENT Integration.esm and pulls the restraints from that. Asset references are identical so there is no problem there, but 'in use' operation now works a bit differently.  It seems to work fine, but their thread/discord implies that anything coming from Assets or Expansion esms may not 'function' properly (if at all), or at least not as well

 

So does your patch use only assets from Integration.esm, or are any lifted from Assets.esm or Expansion.esm, and if any are, any clues as to what they might be so that we can maybe disable/avoid their addition in your/our MCM?   

 

If anyone else out there understands this sort of stuff well enough to let me, and the rest of us non tech minded plebs, know what to look for, or maybe avoid, please feel free!

 

DQW

 

HI!

 

Almost all Devices from this patch come from "Expansion.esm". "Expansion.esm" contains around 90% of all Devices available in DD. I'm not following DD NG development, so can't say for sure, but simply moving assets from "Expansion.esm" to "Integration.esm" will cause issues with a lot of DD-related mods.

 

Posted (edited)
2 hours ago, AndrewLRG said:

 

HI!

 

Almost all Devices from this patch come from "Expansion.esm". "Expansion.esm" contains around 90% of all Devices available in DD. I'm not following DD NG development, so can't say for sure, but simply moving assets from "Expansion.esm" to "Integration.esm" will cause issues with a lot of DD-related mods.

 

 

Thanks for the prompt reply

 

I'll maybe have a look at the NG threads again just to make sure that I haven't misunderstood whatt they do

 

Yep, forget that.  I think I screwed up.  DD NG from 0.3.0 upwards provides replacement esms for DD 5.2's esms for Assets, Integration, Expansion and Contraptions.  So I think all should be good, and your patch for Bane's Defeat should lift the MCM spec'd restraints appropriately from the replacements

 

(NB I think only 0.2.9 is on LL so far, later versions are on the DD NG Discord)

 

I'll leave this here for the education and amusement of the rest of the hoi polloi to see, and probably have a giggle at my expense!

 

I'll also tag in @ponzipyramid just in case he might have anything to add for our further edification / my additional embarrassment 😏

 

DQW

Edited by DonQuiWho
Posted
54 minutes ago, DonQuiWho said:

 

Thanks for the prompt reply

 

I'll maybe have a look at the NG threads again just to make sure that I haven't misunderstood whatt they do

 

Yep, forget that.  I think I screwed up.  DD NG from 0.3.0 upwards provides replacement esms for DD 5.2's esms for Assets, Integration, Expansion and Contraptions.  So I think all should be good, and your patch for Bane's Defeat should lift the MCM spec'd restraints appropriately from the replacements

 

(NB I think only 0.2.9 is on LL so far, later versions are on the DD NG Discord)

 

I'll leave this here for the education and amusement of the rest of the hoi polloi to see, and probably have a giggle at my expense!

 

I'll also tag in @ponzipyramid just in case he might have anything to add for our further edification / my additional embarrassment 😏

 

DQW

 

It should behave identically. The merge was just to eliminate the need for the standalone SE and animation patch packaged in 0.2. Device form ids and so on are all preserved. We have discussed merging the ESMs to reduce the number of occupied plugin slots (4 -> 1). But that would obviously break practically every DD mod in existence so not something we'll be tackling any time soon.

Posted
3 hours ago, ponzipyramid said:

 

It should behave identically. The merge was just to eliminate the need for the standalone SE and animation patch packaged in 0.2. Device form ids and so on are all preserved. We have discussed merging the ESMs to reduce the number of occupied plugin slots (4 -> 1). But that would obviously break practically every DD mod in existence so not something we'll be tackling any time soon.

 

Thanks for taking the time to respond, and for the clarification

 

Much appreciated

 

DQW

Posted (edited)
On 3/21/2024 at 7:28 AM, Bane Master said:

A new version of Defeat 5.3.6 and the Dynamic Defeat LRG Patch and have been released on the original post.

 

Defeat V5.3.6 Bane 20032024

Dynamic Defeat LRG Patch V1.6.3 (for Defeat Version 5.3.6) by  AndrewLRG

 

Thanks to @AndrewLRG for updating his Dynamic Defeat Patch and to @Herowynne for the original suggestion and testing the fix

 

Could you please tell me what the requirements for the SE version of Defeat 5.3.6 are? For some reason, the MCM menu never appears. Is DAYMOYL a requirement? Specific animation packs? DD? I am doing a fresh installation of everything, and this is the only mod I was unable to activate thus far.

 

Edited by lolcat2

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