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Posted (edited)
4 hours ago, MaftyX105 said:

Hi, I am having an issue that SL defeat keep ignoring the filters on NPC vs NPC: I set only female can be victim and only some creatures can be aggressor, but when NPC vs NPC event happens, the aggressor can be anything and the victim can also be male. It used to work perfectly fine but my mod list has grown quite a lot, and this issue is there even in a new save, so I assume I have some unsolved conflicts. Any suggestion on testing and narrowing down the problem?

 

Hint:

You should specify which version of SL Defeat are you using. The most updated is by BaneMaster and has two versions, V5.3.6 Patch only or V5.3.6 patch plus "AndrewLRG - Dynamic Defeat" feature.  Each has a timestamp build number, DDMMYYYY, like 20032024.

The one in the first page is the legacy Goubo V5.3.5 version.

 

Enough information may enable someone with the knowledge to provide some help, like the version of Skyrim to begin with. 

Good luck finding the issue.

 

 

If the link do not go directly to the BaneMaster Post, it is in the page 555, post 24-ish. 

*On my computer, that link works once but the next time go to next page after intended post instead.

 

 

Edited by safado
Posted
6 hours ago, safado said:

You should specify which version of SL Defeat are you using.

Thanks for the reply, sorry I forgot to add this. I am currently on V5.3.6 20032024 without Dynamic Defeat, my Skyrim version is 1.6.353, and SL version is 1.64c. (also adding this to my previous post)

 

I think this may not be an issue of Defeat itself. Everything worked on an older version when I started using Defeat, and then I turned off the NPC vs NPC feature. It's after I added a lot of mods later, I turned NPC vs NPC back on again recently and start noticing the filter not working.

Posted
18 hours ago, MaftyX105 said:

 

 

I think this may not be an issue of Defeat itself. Everything worked on an older version when I started using Defeat, and then I turned off the NPC vs NPC feature. It's after I added a lot of mods later, I turned NPC vs NPC back on again recently and start noticing the filter not working.

 

Have you tried Osmel's Sexlab Utility Plus (SLU+)?  Has a lot of enhancements with animation filtering. If it does not help with the issue, you can enable its expanded sexlab-debug option and post the papyrus log in the SLU forum to get some help. (you need to somehow recreate the NPC vs NPC event during log creation). If you install it mid-game, you need to use the Clean option and manual setup everything in the MCM again, including registering animations. 

 

Sexlab, Skyui, and heavy script mods are very sensitive to Papyrus latency and stack dumping.  Enabling "Papyrus Tweaks NG" experimental bSpeedUpNativeCalls helps speedup Papyrus in general.

 

SLU+ description

Spoiler

++++++++++++++++++++++++++++

+++++++ SexLab Utility Plus +++++++

++++++++++++++++++++++++++++

Mod Description:

The main intention is Fix small issues left behind in "SexLab Framework v1.62" like the Actor Alignment, and put together other's fixes and patches make by different Authors on few Mod's already existing.

 

This mod also:

Include optional filters to correct animations to be compatible with "ZaZAnimationPack" and "Devious Devices - Assets" devices, solving the compatibility problem between ZaZ and DDI; enterally compatible with the ZaZ and DDI animation system and work better together improve the response time but not required.

Include option to allow Actors to find a hidden place to have sex.

Enhance the SortActors functions to sort the actors or creatures positions based on the current animation positions.

Can handle Futa actors and Futa tagged animations filtering the animations and placing the Futa actors on the correct actor position.

Include optional filters to correct animations gender positions and prevent Male x Male Vaginal.

Include option to strip chance % for each individual items on "Strip Editor" (bigger the % value --> bigger the chance of get striped)

Include Animation Cache and others changes taken from the SexLab AE 1.64.

Increase the max animations count for the "Extra" version to 1250. thanks to Swe-DivX (For more capacity check his mod)

Include option to incorporate furniture detection like chair or torture devices on "Extra" version. To prevent animation out of context and actor find the close match furniture to use as reference point. to start the animation (recommended remove furniture animation objects files from animations or install animations without the Furniture objects to prevent furniture clipping)

 

 

 

Posted
18 hours ago, safado said:

Have you tried Osmel's Sexlab Utility Plus (SLU+)?

I tried SLU+ before but it seems to conflict with some mods I have (I remember seeing incompatible with SLU+ mentioned in some mods' description but can't remember which one). I'll skip this one.

 

As for Papyrus Tweaks NG, I have been using it with the speedup settings since its release and I have a good CPU (i5 13600k), but there may be some latency issue. I do have many errors from other scripts (none is from SL Defeat) in the logs reporting things like "cannot call function() on a None object". It looks like these functions are called either too early or too late but nothing game breaking has ever happened.

 

Anyway, thanks for the suggestions. I'll try to find a better way to trigger NPC vs NPC scene and get some better logs later when I got some more time.

Posted
5 hours ago, MaftyX105 said:

I tried SLU+ before but it seems to conflict with some mods I have (I remember seeing incompatible with SLU+ mentioned in some mods' description but can't remember which one). I'll skip this one.

 

As for Papyrus Tweaks NG, I have been using it with the speedup settings since its release and I have a good CPU (i5 13600k), but there may be some latency issue. I do have many errors from other scripts (none is from SL Defeat) in the logs reporting things like "cannot call function() on a None object". It looks like these functions are called either too early or too late but nothing game breaking has ever happened.

 

Anyway, thanks for the suggestions. I'll try to find a better way to trigger NPC vs NPC scene and get some better logs later when I got some more time.

 

FWIW, hang in there.  Been using Bane's ongoing versions for a long time and I've never had any real problems with NPC on NPC.  Just persist until you nail down whatever is giving you grief

Posted

I got some test today. First I found I have the Disable Starting Teleport enabled in SexLab's MCM, but disabling that didn't fix the issue. Then I setup 2 tests(both have Disable Starting Teleport both disabled) : Test1 is the same as my current mod list; Test2 I removed most of other sexlab mods and only kept SL, DD, Zaz and some related mods, SLA, SLATE, SLAL and some animations, and Defeat. In both tests I only configured SL, SLAL and Defeat to only allow Male NPCs and only some humanlike creatures to be aggressor, and everything else was either default or automatically loading the same config files.

 

On test1, although NPC vs NPC wasn't 100% triggered, the filter was still ignored when it got successfully triggered: female NPC would start the defeat scene, but she stopped and started attack after stripping the male victim. Bear also ignored the filter and attacked female NPCs. This time the scene finished normally. In Test2, I wasn't able to trigger any NPC vs NPC scene despite in both tests, the probability was set to 100% and sexuality disabled. Both tests have the following errors in the log, could this give any clue of the things that go wrong in my mod list? 

 

Spoiler
[06/17/2024 - 11:31:14PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
    [None].DefeatStateMonitoringEFFscr.RegisterForSingleUpdate() - "<native>" Line ?
    [None].DefeatStateMonitoringEFFscr.onBeginState() - "DefeatStateMonitoringEFFscr.psc" Line 77
    [None].DefeatStateMonitoringEFFscr.GotoState() - "ActiveMagicEffect.psc" Line ?
    [None].DefeatStateMonitoringEFFscr.OnEffectStart() - "DefeatStateMonitoringEFFscr.psc" Line 65
[06/17/2024 - 11:31:14PM] Error: Unable to call GetTimeElapsed - no native object bound to the script object, or object is of incorrect type
stack:
    [None].defeatnvnassaultspl.GetTimeElapsed() - "<native>" Line ?
    [None].defeatnvnassaultspl.OnEffectStart() - "DefeatNVNAssaultSPL.psc" Line 32
[06/17/2024 - 11:31:14PM] WARNING: Assigning None to a non-object variable named "::temp4"
stack:
    [None].defeatnvnassaultspl.OnEffectStart() - "DefeatNVNAssaultSPL.psc" Line 32
[06/17/2024 - 11:31:14PM] Defeat: NVN OnEffectStart - Victim - [Actor < (FE02C820)>] // Aggressor - [Actor < (00084557)>] Slot - 0 // GetTimeElapsed 0.000000
[06/17/2024 - 11:31:14PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
    [None].DefeatStateMonitoringEFFscr.RegisterForSingleUpdate() - "<native>" Line ?
    [None].DefeatStateMonitoringEFFscr.onBeginState() - "DefeatStateMonitoringEFFscr.psc" Line 99
    [None].DefeatStateMonitoringEFFscr.GotoState() - "ActiveMagicEffect.psc" Line ?
    [None].DefeatStateMonitoringEFFscr.OnEffectStart() - "DefeatStateMonitoringEFFscr.psc" Line 65
[06/17/2024 - 11:31:14PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
    [None].defeatnvnassaultspl.RegisterForSingleUpdate() - "<native>" Line ?
    [None].defeatnvnassaultspl.OnEffectStart() - "DefeatNVNAssaultSPL.psc" Line 38
[06/17/2024 - 11:31:14PM] Error: Unable to call RegisterForAnimationEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].DefeatStateMonitoringEFFscr.RegisterForAnimationEvent() - "<native>" Line ?
    [None].DefeatStateMonitoringEFFscr.onBeginState() - "DefeatStateMonitoringEFFscr.psc" Line 100
    [None].DefeatStateMonitoringEFFscr.GotoState() - "ActiveMagicEffect.psc" Line ?
    [None].DefeatStateMonitoringEFFscr.OnEffectStart() - "DefeatStateMonitoringEFFscr.psc" Line 65
[06/17/2024 - 11:31:14PM] WARNING: Assigning None to a non-object variable named "::temp34"
stack:
    [None].DefeatStateMonitoringEFFscr.onBeginState() - "DefeatStateMonitoringEFFscr.psc" Line 100
    [None].DefeatStateMonitoringEFFscr.GotoState() - "ActiveMagicEffect.psc" Line ?
    [None].DefeatStateMonitoringEFFscr.OnEffectStart() - "DefeatStateMonitoringEFFscr.psc" Line 65
[06/17/2024 - 11:31:14PM] Defeat: NVN OnEffectFinish - Victim - [Actor < (FE02C820)>] // Aggressor - [Actor < (00084557)>] // Slot - 0
[06/17/2024 - 11:31:14PM] Error: Unable to call RegisterForAnimationEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].DefeatStateMonitoringEFFscr.RegisterForAnimationEvent() - "<native>" Line ?
    [None].DefeatStateMonitoringEFFscr.onBeginState() - "DefeatStateMonitoringEFFscr.psc" Line 101
    [None].DefeatStateMonitoringEFFscr.GotoState() - "ActiveMagicEffect.psc" Line ?
    [None].DefeatStateMonitoringEFFscr.OnEffectStart() - "DefeatStateMonitoringEFFscr.psc" Line 65
[06/17/2024 - 11:31:14PM] WARNING: Assigning None to a non-object variable named "::temp34"
stack:
    [None].DefeatStateMonitoringEFFscr.onBeginState() - "DefeatStateMonitoringEFFscr.psc" Line 101
    [None].DefeatStateMonitoringEFFscr.GotoState() - "ActiveMagicEffect.psc" Line ?
    [None].DefeatStateMonitoringEFFscr.OnEffectStart() - "DefeatStateMonitoringEFFscr.psc" Line 65
[06/17/2024 - 11:31:14PM] Error: Unable to call RegisterForAnimationEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].DefeatStateMonitoringEFFscr.RegisterForAnimationEvent() - "<native>" Line ?
    [None].DefeatStateMonitoringEFFscr.onBeginState() - "DefeatStateMonitoringEFFscr.psc" Line 102
    [None].DefeatStateMonitoringEFFscr.GotoState() - "ActiveMagicEffect.psc" Line ?
    [None].DefeatStateMonitoringEFFscr.OnEffectStart() - "DefeatStateMonitoringEFFscr.psc" Line 65
[06/17/2024 - 11:31:14PM] WARNING: Assigning None to a non-object variable named "::temp34"
stack:
    [None].DefeatStateMonitoringEFFscr.onBeginState() - "DefeatStateMonitoringEFFscr.psc" Line 102
    [None].DefeatStateMonitoringEFFscr.GotoState() - "ActiveMagicEffect.psc" Line ?
    [None].DefeatStateMonitoringEFFscr.OnEffectStart() - "DefeatStateMonitoringEFFscr.psc" Line 65

 

 

defeat_logs.zip

Posted

@Bane Master Ever since the Defeat bleedout logic was updated recently I've had issues with Defeat being super inconsistent. A lot of the time I am downed by valid actors but perish anyway, most often (but not always) when they do multiple quick attacks or damage over time. I'll enter bleedout only to immediately die. The older bleedout logic before the update, while glitchy, never had this issue.

For the meantime I'll probably disable the scripting that removes the essential status, since right now it seems to be too good at its job and I'd much rather Defeat work most of the time instead of rarely, even if I have to use clumsier versions.

Posted
10 hours ago, DuskWanderer said:

Ever since the Defeat bleedout logic was updated recently

Now it may well be that I'm suffering an embarrassing memory lapse but I don't recall changing the bleedout logic recently, and there's no mention of any recent update in the change log.

 

The only logged change "Fixed Defeat's Essential Player function failing when in None Locations" has been in place since the first version of  5.3.6 was released  in November 2021.

Posted
2 hours ago, Bane Master said:

Now it may well be that I'm suffering an embarrassing memory lapse but I don't recall changing the bleedout logic recently, and there's no mention of any recent update in the change log.

 

The only logged change "Fixed Defeat's Essential Player function failing when in None Locations" has been in place since the first version of  5.3.6 was released  in November 2021.


From what I remember it was the update right before the most recent when I started noticing it. I'll do some further troubleshooting on my end, just in case it might be an odd mod-conflict that had a delayed reveal.

Posted
On 12/4/2021 at 10:32 AM, Nymra said:

 

follow these guides and then come back.

 

Guides worth looking at

Conglomerate 01 - by donttouchmethere -> how to install your stuff

Conglomerate 02 - by donttouchmethere -> how to install your kinky stuff

Conglomerate 03 - by donttouchmethere -> how to merge your stuff

Skyrim LE Stability Guide - by mrsrt -> how to not blow your stuff up

 

EDIT: oh wait, you are not only on SE but on AE and.... I guess you have more problems than the guides I posted could fix. sorry. This is the Defeat LE thread tho, so you are wrong here.

Cheers mate. GOAT. Thank you

Posted
On 4/10/2024 at 10:30 AM, wren888 said:

My character always dies despite essential mode being on. I tried some things that didn't help, then finally resorted to pulling up the console (type "~") and writing "TIM" first thing every time I load a save. "TIM" stands for "toggle immortal mode." My character's health now goes down to zero, but she doesn't die.

 

I suspect the cause of our problems is a mod conflict or a load order problem, but I could be mistaken.

I'm sorry to bother...but thank you for the mod order list. I'm still trying to get this thing working >.< Day 4 now. And this is pretty helpful I think.

Posted
3 hours ago, HexBolt8 said:

It's an optional add-on for Bane Master's Defeat.  Find both here.

 

Thanks grabbed both. But what does the addon do exactly , do you know ?

Posted (edited)
1 hour ago, Crocop777 said:

But what does the addon do exactly , do you know?

AndrewLRG's Dynamic Defeat add-on adds new player defeat criteria.  You can find a description here, but keep in mind that this info is from 2021 and some of it might be outdated.

 

@Bane Master, I'd like to take the opportunity to renew the suggestion that you give your version of SL Defeat its own well-deserved mod page, which can also host Dynamic Defeat (if @AndrewLRG agrees).  Referencing a 3-year-old post is awkward, and newer players don't know where to look and don't know what Dynamic Defeat is.  A separate support topic would also differentiate posts pertaining to the original Defeat, to help clarify which version a player is using, since people often don't specify.  And there certainly is enough interest in your work (and AndrewLRG's).  That topic now has 150 likes.

Edited by HexBolt8
Posted
13 hours ago, HexBolt8 said:

AndrewLRG's Dynamic Defeat add-on adds new player defeat criteria.  You can find a description here, but keep in mind that this info is from 2021 and some of it might be outdated.

 

@Bane Master, I'd like to take the opportunity to renew the suggestion that you give your version of SL Defeat its own well-deserved mod page, which can also host Dynamic Defeat (if @AndrewLRG agrees).  Referencing a 3-year-old post is awkward, and newer players don't know where to look and don't know what Dynamic Defeat is.  A separate support topic would also differentiate posts pertaining to the original Defeat, to help clarify which version a player is using, since people often don't specify.  And there certainly is enough interest in your work (and AndrewLRG's).  That topic now has 150 likes.

 

@Crocop777

 

If I can add a little to that, AndrewLRG updated the content fairly recently, in relative terms, to include some additional post event functionality that provides for the application to PC and Followers of an extensive suite of post defeat DDs, as opposed to the older more outdated, and very limited range of items, that originally came from the DCL only additions.  You can apply both, or either if you using both, or only one of DD5.2 and DCL 

 

And @Bane Master always supports AndrewLRGs addon when updating his Defeat version, so that the two versions are alway concurrently compatible

 

Hope that helps

Posted
14 hours ago, HexBolt8 said:

AndrewLRG's Dynamic Defeat add-on adds new player defeat criteria.  You can find a description here, but keep in mind that this info is from 2021 and some of it might be outdated.

 

@Bane Master, I'd like to take the opportunity to renew the suggestion that you give your version of SL Defeat its own well-deserved mod page, which can also host Dynamic Defeat (if @AndrewLRG agrees).

 

Good idea. :)

Posted

@Bane Master @AndrewLRG @HexBolt8 @CaptainJ03

 

Hi

 

As promised. a quick update on the changes made in the test versions Bane Master posted on the SL++ thread, to try and respond to Bane's enquiry that ppl check that not only did he 'fix' any issues arising wth Defeat + SL++, but also that nothing then consequently went wrong with the basic 'Defeat' functionality.  Sorry for the delay but things have been busy

 

I've now had a go using these test updates in Embershard Mine, using 2 follower NPCs, these being 1x 'normalfollower' and 1x SL++ 'Bosslady follower'

 

By and large, I can confirm that Defeat seems to work fine, knockdowns happen, bad guys get their entertainment, post Trauma events kick off (note that I only set two, Robbery and Andrew LRGs Restraint additions), and the luckiest victor even managed to acquire a follower as slave, using FSM.  The happy captor even gets his rocks off by the (as set) hour  😍 

 

Just a couple of uncertainties

 

Primarily, it's the post event happenings

 

1 - main thing is that the DD Resraint application to the NPC fires OK, but I couldn't get the 'follower support' to fire

2 - the FSM event fires only occasionally

 

The latter may be because of the 'proximity' issue.  Even at 100%, the follower enslaved seems to have to be a sizeable distance from the PC - that's what I think is expected in the MCM description.  Is that necessary, ie to ensure scripts 'fire' OK, or can the distance be reduced?  At the moment it seems the follower really has to be quite some way away, and maybe just a bit too far, eg Embershard doesn't provide a lot of room for combat to 'spread out' far.  If I have understood that correctly, is there any way that players could be allowed to set that in the MCM, please?

 

The former is more perplexing.  I don't remember Restraint Application being an issue before, as both PC and NPC could be tied up nicely (or maybe not so nicely) before the player's party is left alone to see if they can sort themselves out.  I couldn't get a follower to be tied, even at 100% chance on the DD settings, and a 0 chance on the DCUR settings. 

 

Is there any cross dependency on these settings if you're running both DD and DCUR in the same game?  Oh, and FWIW, I had all the teleport settings set as invalid, ie 'No popping off to somewhere else in the firmament'

 

Alternatively, is the Follower Restraint Involvement maybe also set on a ranged basis?  (As is the case in Bane's DD Enchanted Chests.  If IIRC that about 12 distance units - and as a further aside, it's why, although I really liked that mod, I stopped using it as when it fired it almost never entrapped followers, making gameplay just far too easy.  I had thought on asking in the mod thread if the follower entrapment range could be added as an MCM setting, but this should make the point 😛)   

 

Anyway, that's about it.  Basics do what they say on the tin, but a question mark remains on Defeat's follower support restraint application - I may have it set up wrong, but I can't see any obvious reason to think that

 

Hope that helps

 

DQW

 

Posted
On 6/19/2024 at 10:35 PM, HexBolt8 said:

 

@Bane Master, I'd like to take the opportunity to renew the suggestion that you give your version of SL Defeat its own well-deserved mod page, which can also host Dynamic Defeat (if @AndrewLRG agrees). 

I understand why you make the suggestion but as I have said before Defeat is not my work and all I have done is create an unofficial update. Also I'm not really able to offer the level of support required if I was to set up a "New" mod page -  supporting my current mods already takes a disproportionate amount of my Skyrim Playing/Coding time. Sorry!

 

5 minutes ago, DonQuiWho said:

The latter may be because of the 'proximity' issue.  Even at 100%, the follower enslaved seems to have to be a sizeable distance from the PC - that's what I think is expected in the MCM description.  Is that necessary, ie to ensure scripts 'fire' OK, or can the distance be reduced?

 

The Player passively "protects" followers from enslavement only if all of the following apply

 

  • The Player's Fighting & Movement controls are enabled
  • The Player is not sneaking
  • The Player is not an SD Slave
  • The player is within 25' (512 units) of the Follower

Other than that the % chance of FSM enslavement depends on the MCM setting for the Defeat post assault type given to the follower & whether the follower has any valid masters from the enemy actors that defeat used during the assault.

 

Also the selected master must be within 200' (4096 units) of the Follower when the enslave event fires unless the "Left for dead" event occurs in which case the distance to the follower is ignored (as the LFD event may have moved them away before FSM grabs them back)

 

TLDR There are many reasons why a Follower may not be enslaved but the distance from the (active player) only needs to be more than 25'

Posted
1 hour ago, Bane Master said:

The Player passively "protects" followers from enslavement only if all of the following apply

 

  • The Player's Fighting & Movement controls are enabled
  • The Player is not sneaking
  • The Player is not an SD Slave
  • The player is within 25' (512 units) of the Follower

Other than that the % chance of FSM enslavement depends on the MCM setting for the Defeat post assault type given to the follower & whether the follower has any valid masters from the enemy actors that defeat used during the assault.

 

Also the selected master must be within 200' (4096 units) of the Follower when the enslave event fires unless the "Left for dead" event occurs in which case the distance to the follower is ignored (as the LFD event may have moved them away before FSM grabs them back)

 

TLDR There are many reasons why a Follower may not be enslaved but the distance from the (active player) only needs to be more than 25'

 

Thanks for that prompt response!

 

Does that imply that if the player's temporary disabling effects are set such that the player almost always 'recovers' before the follower, eg because the player's settings are set for a shorter recovery period than those of the follower eg exhaustion, etc, then the chances of an FSM follower capture event are less, or maybe even completely negated?   That could possibly explain a lot of my game experience, given my NPCvNPC follower settings

 

DQW 

Posted
7 hours ago, DonQuiWho said:

Does that imply that if the player's temporary disabling effects are set such that the player almost always 'recovers' before the follower, eg because the player's settings are set for a shorter recovery period than those of the follower eg exhaustion, etc, then the chances of an FSM follower capture event are less, or maybe even completely negated?

If your settings mean the conditions for passive "protection" are always being met then that would prevent FSM enslavement of Defeated followers within 25' of the Player

Posted (edited)
14 hours ago, DonQuiWho said:

1 - main thing is that the DD Resraint application to the NPC fires OK, but I couldn't get the 'follower support' to fire

 

The former is more perplexing.  I don't remember Restraint Application being an issue before, as both PC and NPC could be tied up nicely (or maybe not so nicely) before the player's party is left alone to see if they can sort themselves out.  I couldn't get a follower to be tied, even at 100% chance on the DD settings, and a 0 chance on the DCUR settings. 

 

Is there any cross dependency on these settings if you're running both DD and DCUR in the same game?  Oh, and FWIW, I had all the teleport settings set as invalid, ie 'No popping off to somewhere else in the firmament'

 

Alternatively, is the Follower Restraint Involvement maybe also set on a ranged basis?  (As is the case in Bane's DD Enchanted Chests.  If IIRC that about 12 distance units - and as a further aside, it's why, although I really liked that mod, I stopped using it as when it fired it almost never entrapped followers, making gameplay just far too easy.  I had thought on asking in the mod thread if the follower entrapment range could be added as an MCM setting, but this should make the point 😛)  

 

I've just checked it in AE, seems to be working. Could you try to recreate this issue and show me your log file? It might give a clue why is that happening. Mod either does not recognize your follower or can't equip DDs on them. Defeat has an easy way to test this - open Defeats MCM, page "Player Post-Assault", section "(Devious Devices) Equip Devices", enable "Follower Support" and click "TEST Devices". Defeat will try to equip DDs on Player character and their follower.

 

I don't think there might be a conflict with DCUR - these two post-assault events are not intersecting. There is also no proximity check for the follower. 

Edited by AndrewLRG
Misspelling
Posted
6 hours ago, AndrewLRG said:

 

I've just checked it in AE, seems to be working. Could you try to recreate this issue and show me your log file? It might give a clue why is that happening. Mod either does not recognize your follower or can't equip DDs on them. Defeat has an easy way to test this - open Defeats MCM, page "Player Post-Assault", section "(Devious Devices) Equip Devices", enable "Follower Support" and click "TEST Devices". Defeat will try to equip DDs on Player character and their follower.

 

I don't think there might be a conflict with DCUR - these two post-assault events are not intersecting. There is also no proximity check for the follower. 

 

Thanks for that

 

I had tried that Test from the MCM, without success.  I'm wondering if it may be iAFT's Outfit Management mechanism.  I'll try cancelling that on one of two followers later, and see if that changes anything

 

Meantime, I do have a prior log from these tests, with line 7367 showing a DDEquip Event being triggered but, while I hope that might be of help, I don't know if there is enough there to give you any idea if followers are included or not

 

There is also the possibility that changes to the MCM in the course of play may not be registering properly thro interference from that MCM Recorder thing, so I may try a change, and the a restart from desktop

 

There's a lot of error generated from the TDF mod 🙄 but the saves are all 'clean', no stacks, no stray script instances etc, at least as far as checks using the ReSaver tool are concerned

 

DQW

 

 

Papyrus.0.log

Posted
2 hours ago, DonQuiWho said:

Meantime, I do have a prior log from these tests, with line 7367 showing a DDEquip Event being triggered but, while I hope that might be of help, I don't know if there is enough there to give you any idea if followers are included or not

 

Could you also enable "Enable Log" option in Defeat MCM, page "Misc Options"? Please turn it on, then try to equip DDs using "TEST Devices" and upload that log. "Enable Log" option will write down more info. I forgot to mention that earlier.

 

Log file does not show any script errors when Defeats post-assault event is triggering, so that's good. During the last game session It shows that Defeat did equip "Red Leather Paw Bondage Mittens" on "Callisto".

Posted

Hi, I need some help to figure out what I did wrong on my mod list. I still cannot get the NPC vs NPC filter working.

 

I've tried disabling many different mod combinations to find out what is causing this, and still no progress, so I set up a new profile with basically just everything needed for V5.3.6 20032024 without Dynamic Defeat to work on 1.6.353, and then I spawned Elisif around the bears and they started sex scene right after knocking her down while bear is in the disabled list. I don't know what else I could do next :(

 

Here are my MCM settings and mod list: https://imgur.com/a/FydyXNd

(And I have fnis and nemesis and their outputs at the end. Animation is working)

load order:

Spoiler

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
ccBGSSSE001-Fish.esm
ccQDRSSE001-SurvivalMode.esl
ccBGSSSE037-Curios.esl
ccBGSSSE025-AdvDSGS.esm
UHDAP - en0.esp
UHDAP - en1.esp
UHDAP - en2.esp
UHDAP - en3.esp
UHDAP - en4.esp
UHDAP - MusicHQ.esp
Unofficial Skyrim Special Edition Patch.esp
SexLab.esm
SexLabAroused.esm
CreatureFramework.esm
SkyUI_SE.esp
MCMHelper.esp
RaceMenu.esp
RaceMenuPlugin.esp
UIExtensions.esp
XPMSE.esp
Alternate Start - Live Another Life.esp
MfgFix.esp
MoreNastyCritters.esp
BakaFactoryABC.esp
FluffworksMNC - Painted Cow.esp
FluffworksMNC - Vanilla Horses.esp
SLAnimLoader.esp
SexLabDefeat.esp
SOSRaceMenu.esp
FNIS.esp

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