Jump to content

Recommended Posts

Posted

Sorry to bother. I love the Bane Version. Best defeat mod I've found so far! So thank you to all that have contributed. As far as the Bane Version... Devious Framework compatibility...Does it actually NEED Devious Framework? Or will Devious Devices and/or Devious NG work in is place?

Thanks in advance!

Posted
2 hours ago, BexBlair said:

Sorry to bother. I love the Bane Version. Best defeat mod I've found so far! So thank you to all that have contributed. As far as the Bane Version... Devious Framework compatibility...Does it actually NEED Devious Framework? Or will Devious Devices and/or Devious NG work in is place?

Thanks in advance!

Defeat, all versions, work fine for me without Devious Framework. I use Devious Devices, but I expect Defeat works fine without it as well. I don't even know what Devious NG is.

 

 

Posted
30 minutes ago, wren888 said:

Defeat, all versions, work fine for me without Devious Framework. I use Devious Devices, but I expect Defeat works fine without it as well. I don't even know what Devious NG is.

 

 

Thank you. I think it's the new overhauled version of Devious Device. They always tag it NG I think. But cheers on the answer :)

Posted
3 hours ago, BexBlair said:

Thank you. I think it's the new overhauled version of Devious Device. They always tag it NG I think. But cheers on the answer :)

 

FWIW, I tried some of the NG mods -  in partic DD NG and SLA NG - and, whilst trying to be fair by saying that the suite of mods has some really clever tech stuff in it, I've not found them stable or comprehensive enough for consistently reliable gameplay with my usual mods suites, mainly the PAHE based set, PAHE, HSH, AYGAS, iTF and DOM.  I'm pretty sure one of the NG mods actually broke AYGAS and cost me an enormous amount of lost time.  I could be wrong, but have a look at that mod's thread as to why I think so

 

Hope that helps

 

DQW

 

 

Posted
1 hour ago, DonQuiWho said:

 

FWIW, I tried some of the NG mods -  in partic DD NG and SLA NG - and, whilst trying to be fair by saying that the suite of mods has some really clever tech stuff in it, I've not found them stable or comprehensive enough for consistently reliable gameplay with my usual mods suites, mainly the PAHE based set, PAHE, HSH, AYGAS, iTF and DOM.  I'm pretty sure one of the NG mods actually broke AYGAS and cost me an enormous amount of lost time.  I could be wrong, but have a look at that mod's thread as to why I think so

 

Hope that helps

 

DQW

 

 

Awesome!! Thanks so much for the tip. I'm still learning about the ins and outs of the mods working together. Do you know if there is a mod that affects arousal rates differently for the different items in Devious Devices? Say if you wanted to make your character more vulnerable to one than another?

Thanks again!

Posted
1 hour ago, BexBlair said:

Awesome!! Thanks so much for the tip. I'm still learning about the ins and outs of the mods working together. Do you know if there is a mod that affects arousal rates differently for the different items in Devious Devices? Say if you wanted to make your character more vulnerable to one than another?

Thanks again!

 

Sorry, but I really have no idea about that!

 

Suggest you try the DD SE page and see what folks there know

 

DQW

Posted
37 minutes ago, DonQuiWho said:

 

Sorry, but I really have no idea about that!

 

Suggest you try the DD SE page and see what folks there know

 

DQW

Cheers. I appreciate your help again :)

Posted

I have updated the Defeat 5.3.6 Patch

 

ChangeLog Defeat V5.3.6 Bane 06082024

  • Fixed a hang in Surrender "Like I need your permission..." dialog
  • Cleaned Master Files
  • Removed some leftover console debug messages  

I have also forwarded the script changes to AndrewLRG's Dynamic Defeat Patch and posted an updated version - All credit for the Dynamic Patch goes to @AndrewLRG

Posted (edited)

sorry for asking this but defeat animations are just not working for my game , both actor just standing there and after a while the victim walks away leaving me frozen. Is there any solution ?

Edited by duong1131956
Posted
5 hours ago, duong1131956 said:

sorry for asking this but defeat animations are just not working for my game , both actor just standing there and after a while the victim walks away leaving me frozen.

Did you remember to run FNIS after installing?

Posted
On 8/9/2024 at 12:10 PM, duong1131956 said:

sorry for asking this but defeat animations are just not working for my game , both actor just standing there and after a while the victim walks away leaving me frozen. Is there any solution ?

I have the same problem. For some reason if I command follower to have sex with captured NPC animation plays fine, but if I try to do it myself my character just stands in place indefinitely.

Posted
9 hours ago, Coom Nation said:

I have the same problem. For some reason if I command follower to have sex with captured NPC animation plays fine, but if I try to do it myself my character just stands in place indefinitely.

 

For ppl to be able to help you, we really need to know which version of Defeat you are using.  Apols if you've already stated that somewhere

 

DQW

Posted
11 hours ago, DonQuiWho said:

 

For ppl to be able to help you, we really need to know which version of Defeat you are using.  Apols if you've already stated that somewhere

 

DQW

Bane's SSE 5.3.6, my version of skyrim is 1.6.1170.

Posted
1 hour ago, Coom Nation said:

Bane's SSE 5.3.6, my version of skyrim is 1.6.1170.

 

OK

 

Trying to narrow this down, looking at the simplest issue:

 

In the MCM setup pages, you haven't by any chance set,

 

- on any of the animation on any of the three basic selection pages, PC Victim, PC Victor, NPC/NPC ,

- within the page's ir M/F, F/M, Creatures, animation options,

- a bunch of required tags,

and then also

- ticked the 'All tags required' option?

 

From past experience, it's easy to inadvertently invalidate every animation, or most, that you have installed, because no animation you have has all the tags which you have set for the defeat scenario that the mod is trying to play

 

DQW

Posted
1 hour ago, DonQuiWho said:

 

OK

 

Trying to narrow this down, looking at the simplest issue:

 

In the MCM setup pages, you haven't by any chance set,

 

- on any of the animation on any of the three basic selection pages, PC Victim, PC Victor, NPC/NPC ,

- within the page's ir M/F, F/M, Creatures, animation options,

- a bunch of required tags,

and then also

- ticked the 'All tags required' option?

 

From past experience, it's easy to inadvertently invalidate every animation, or most, that you have installed, because no animation you have has all the tags which you have set for the defeat scenario that the mod is trying to play

 

DQW

I just tested that and unchecked "all required tags" option, still animations won't play. But I noticed one thing: if you open and then close Defeat MCM menu while your character is stuck the animation will suddenly play, just open and close, without toggling anything. Strange...

Posted
3 hours ago, Coom Nation said:

I just tested that and unchecked "all required tags" option, still animations won't play. But I noticed one thing: if you open and then close Defeat MCM menu while your character is stuck the animation will suddenly play, just open and close, without toggling anything. Strange...

 

OK

 

Glad to see you've got some progress

 

2nd thought - Just in case your enemies are creatures, you need tro have 'creatures' enabled on the main Sexlab Animation Settings page

 

As to the 'MCM open and close' thing, have you tried a full reinstall of Defeat and the AndrewLRG patch if you use that?  If you use MO2 to manage your mods, install the latest version with a slightly different names eg add a '-2' after the name, place that just below the current mods, activate the '-2' variants and see how they overewrite whatever you are using just now.

 

But you'll need to see if @Bane Master has anything to add to the Close and Open issue

 

(As an aside - it may be something you do anyway - I install EVERY new version of all mods that way, then activate them to check that the overwrites cancel out the previous versions and, if not, check what's still left loading from the prior ones before I go on to play with the new ones, just in case there's any chance something important has 'gone' AWOL from the new version.  A bit belt and braces, but it's a good way of trying to stay safe, as well as know, if you added the install date into the name, what you did when)

 

DQW

Posted
1 hour ago, DonQuiWho said:

 

OK

 

Glad to see you've got some progress

 

2nd thought - Just in case your enemies are creatures, you need tro have 'creatures' enabled on the main Sexlab Animation Settings page

 

As to the 'MCM open and close' thing, have you tried a full reinstall of Defeat and the AndrewLRG patch if you use that?  If you use MO2 to manage your mods, install the latest version with a slightly different names eg add a '-2' after the name, place that just below the current mods, activate the '-2' variants and see how they overewrite whatever you are using just now.

 

But you'll need to see if @Bane Master has anything to add to the Close and Open issue

 

(As an aside - it may be something you do anyway - I install EVERY new version of all mods that way, then activate them to check that the overwrites cancel out the previous versions and, if not, check what's still left loading from the prior ones before I go on to play with the new ones, just in case there's any chance something important has 'gone' AWOL from the new version.  A bit belt and braces, but it's a good way of trying to stay safe, as well as know, if you added the install date into the name, what you did when)

 

DQW

No, not creatures, I tested it on Saadia. Also I don't have that patch, do I need it for Defeat to work properly or is it just for some addons?

Posted
48 minutes ago, Coom Nation said:

No, not creatures, I tested it on Saadia. Also I don't have that patch, do I need it for Defeat to work properly or is it just for some addons?

 

You shouldn't necessarily need it, but it adds a lot to the game.  You'll need to have DD5.2 and/or DCUR installed for it to do anything

 

Another thought, do you have the chance of post defeat sexual assault set at 100%?  And for any NPC to be a valid aggressor?  If you're missing those, you could be 'losing' to NPCs that are ineligible to initiate assaults

 

BTW, when you say that you tested it on Saadia, are you playing with the PC as Aggressor.  Almost all, or maybe even all, the suggestions I've given you so far have assumed that you are playing with the PC as Victim 🤔

 

DQW

Posted
2 hours ago, DonQuiWho said:

If you use MO2 to manage your mods, install the latest version with a slightly different names eg add a '-2' after the name, place that just below the current mods, activate the '-2' variants and see how they overewrite whatever you are using just now.

 

(As an aside - it may be something you do anyway - I install EVERY new version of all mods that way, then activate them to check that the overwrites cancel out the previous versions and, if not, check what's still left loading from the prior ones before I go on to play with the new ones, just in case there's any chance something important has 'gone' AWOL from the new version.  A bit belt and braces, but it's a good way of trying to stay safe, as well as know, if you added the install date into the name, what you did when)


This is great advice. I have been doing this for many years.

 

If you are using MO2, you can also enable profile-specific saves. Then before activating a new version of a mod, create a new profile by copying your current profile. Activate the new version of the mod in the new profile and test it. If you discover problems, you can easily roll back by switching back to your previous profile. With profile-specific saves, you never have to worry about saves getting corrupted or damaged by a new version of a mod that you stop using.

Posted
52 minutes ago, DonQuiWho said:

 

You shouldn't necessarily need it, but it adds a lot to the game.  You'll need to have DD5.2 and/or DCUR installed for it to do anything

 

Another thought, do you have the chance of post defeat sexual assault set at 100%?  And for any NPC to be a valid aggressor?  If you're missing those, you could be 'losing' to NPCs that are ineligible to initiate assaults

 

BTW, when you say that you tested it on Saadia, are you playing with the PC as Aggressor.  Almost all, or maybe even all, the suggestions I've given you so far have assumed that you are playing with the PC as Victim 🤔

 

DQW

Yes, I'm using it to abduct NPCs.

Posted
2 hours ago, Coom Nation said:

Yes, I'm using it to abduct NPCs.

 

😄

 

You'll need someone else to help you, I'm afraid. 

 

Apart from the grab, force kneel, tie up, gag, bag to take elsewhere or just simply enslave with PAHE. I don't normally use Defeat as a means to subdue NPCs for more advanced rumpy pumpy engagements - assuming that that's what you really are talking about, of course 🙄

 

Maybe others, hopefully more skilled in such knotty jiggery pokery, can contribute more usefully

 

DQW

Posted
1 minute ago, theblindbat said:

I use Bane Master's version (latest) and am still wondering what exactly is the LRG Patch?

 

Ah, basically, it

 

1: at its simplest, it adds another basis of calculating the damage that can lead to the PC being defeated, by ascribing user definable health damage to the enemy's hitting the PC with different weapon types/magic etc - an arrow hit can be set to deplete health by, say, 5 points, a warhammer, say, by, 15 points and so on.  All damage definable by the user and there are other parameters such as even increased damage at already reduced health levels etc

 

2 : enhances the post defeat application of restraints from DD5.2 and/or DCUR by including amongst the restraints to be equipped on the PC and followers by the baddies after their defeat, a much more varied and interesting selection from those restraints that are actually 'properly functional' - ie they really impede the PC and followers - compared to the base mod's selection, which is mostly 'cosmetic', those restraints often being of no real hindrance value to the PC and their party of followers, and also just too easy to escape from.  Sort of like moving from the player and party prancing around in pretty stuff to actually having to contend with proper constraints on what they can do

 

Hope that helps

 

DQW

 

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...