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Posted
10 hours ago, DonQuiWho said:

 

😄

 

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

I'm also using it with Paradise Halls, so no big deal, I can just transfer them to PAHE and start animations through that mod, thanks for your help!

Posted (edited)

SO, unlike 99% of users i actually RTFMed the readme doc that comes with the download, before installing. And i have some questions about the integrated SLTools aspect in this mod. 

 

I DLed the latest Bane version for SE, and i already have SL Tools SE installed. I'm on AE by the way. Here's my questions:

 

1. Are there potential conflicts if i run this and SL Tools at the same time. The readme implies no, but the readme is from fucking 2016 or so.

 

2. I did have issues with SLTools in the past. Fixed them by reinstalling SLTools. But i really don't like running known problematic mods. Since defeat already includes the animation selector - and that's the only feature i use SLTools for - i'm wondering if i should just drop SLTools and only use the feature in defeat. But this leads me to the third question...

 

3. The Bane version only has bugfixes, right? So i assume the animation selector code is still from 2016? Did SL animloader even exist back then? I guess my question is: Will the animselector in defeat work with current SL animpacks, removing and adding animations? SLTools has a seperate MCM option for this (called "rebuid list" or something like that). Does defeat have that too, or does it just detect anim-database changes automatically?

Edited by libertyordeath
Posted
3 hours ago, libertyordeath said:

SO, unlike 99% of users i actually RTFMed the readme doc that comes with the download, before installing. And i have some questions about the integrated SLTools aspect in this mod. 

 

I DLed the latest Bane version for SE, and i already have SL Tools SE installed. I'm on AE by the way. Here's my questions:

 

1. Are there potential conflicts if i run this and SL Tools at the same time. The readme implies no, but the readme is from fucking 2016 or so.

 

2. I did have issues with SLTools in the past. Fixed them by reinstalling SLTools. But i really don't like running known problematic mods. Since defeat already includes the animation selector - and that's the only feature i use SLTools for - i'm wondering if i should just drop SLTools and only use the feature in defeat. But this leads me to the third question...

 

3. The Bane version only has bugfixes, right? So i assume the animation selector code is still from 2016? Did SL animloader even exist back then? I guess my question is: Will the animselector in defeat work with current SL animpacks, removing and adding animations? SLTools has a seperate MCM option for this (called "rebuid list" or something like that). Does defeat have that too, or does it just detect anim-database changes automatically?

 

On the SLTools and SLAL issues, using Bane's versions, I have both running together well enough to never have thought that there was any conflict or relational problem

 

As for 'only bugfixes', are you a, relatively speaking, fairly new user of Defeat?  I have run 'Defeat' through almost all of Goubo's original versions - there are even features included which I suggested 8 or 9 years ago - LE, and then SE and the reliability of Bane's version compared to the early ones is a bit like having taken a 1000cc engined Morris Minor and having converted it to run with a 3.0T Supercharged Audi engine

 

Can't comment on AE

 

Otherwise, Hope that helps

 

DQW

 

     

Posted
21 hours ago, Coom Nation said:

Yes, I'm using it to abduct NPCs.

I find it difficult to say whether this applies to you, but I know for sure that there are similar problems, and I have them related to paired animations and nemesis (which work either poorly or do not work at all), I assume that there are no such problems with fnis (now I use pandora, and as far as I know, it also has problems with paired animations)

Posted
1 minute ago, andbgame said:

I find it difficult to say whether this applies to you, but I know for sure that there are similar problems, and I have them related to paired animations and nemesis (which work either poorly or do not work at all), I assume that there are no such problems with fnis (now I use pandora, and as far as I know, it also has problems with paired animations)

I'm using FNIS and other mods can play animations just fine, so it's definitely have something to do with Defeat.

Posted (edited)
15 hours ago, DonQuiWho said:

As for 'only bugfixes', are you a, relatively speaking, fairly new user of Defeat?

     

The other extreme :-) I'm a timetraveller from the past with no idea of what happened in time in-between.

 

Jokes aside, tried the original SL defeat way back in 2017 or so. Then got frustrated by skyrim modding and rage-deleted SSE from my hard drive. About one year ago i started giving skyrim modding another try, this time on GOG AE.

 

I have no idea what happened all the time in-between. My assumption of "bugfixes only" was based on Bane's comments in the last few pages of this thread. Sorry for the misunderstaing.

Edited by libertyordeath
Posted
3 hours ago, libertyordeath said:

The other extreme 🙂 I'm a timetraveller from the past with no idea of what happened in time in-between.

 

Jokes aside, tried the original SL defeat way back in 2017 or so. Then got frustrated by skyrim modding and rage-deleted SSE from my hard drive. About one year ago i started giving skyrim modding another try, this time on GOG AE.

 

I have no idea what happened all the time in-between. My assumption of "bugfixes only" was based on Bane's comments in the last few pages of this thread. Sorry for the misunderstaing.

 

No problem.  Having been using this since 2013 or so, and being old, I tend to forget that I've forgotten a lot that others never knew 😉

 

DQW

Posted (edited)
Spoiler

image.png.cc6778572957b45b4c75cda41584223c.pngimage.png.79048756ce5d46fe7b0c1ba48db7d677.png


Do all these options work as they should? I found out that it doesn't work for me.
And problem for me in 
 

CurrentCell.GetNumRefs(62)
CurrentCell.GetNthRef(NumRefs, 62)

If replace `62` to `43` (kCharacter -> kNPC ) -> Then problem is fixed... But I can't figure it out... this problem is only mine, or maybe something has changed in SE/AE..

Edited by andbgame
Posted (edited)
7 hours ago, purplenin said:

Anyone know some good impregnation/birth/cumflation mods to pair with this? there seems to be a lot.

Depends on your definition of "good" and if you're on LE or SE.

 

If you want features over stability and ease of use, the obvious route is SLIF + FHU + One of the two complex pregnancy mods (Being Female and Fertility Mode). Expect a lot of frustration getting this stuff to work, and then regular tinkering when shit blows up.

 

If instead you want easy setup and "It just works", but at the cost of features, meaning everything is heavily simplified - pregnancy, birth, milk and inflation - then simply use Hentai Pregnancy and everything should work out of the box. There also is an OAR replacer compatible with HP, which turns HP's single boring birth anim into a range of better anims choosen randomly. I forgot the name of the replacer - try searching for "OAR birth animation" or something like that.

 

Whatever you do, do not ever install PNS (Pregnancy Normal Map Swapper). It (unintentionally) acts like a virus and will corrupt your saves. Racemenu profiles too, and corruption can spread backwards into past saves. Yes, it's this bad.

Edited by libertyordeath
Posted
On 8/16/2024 at 12:55 PM, libertyordeath said:

3. The Bane version only has bugfixes, right? So i assume the animation selector code is still from 2016? Did SL animloader even exist back then? I guess my question is: Will the animselector in defeat work with current SL animpacks, removing and adding animations? SLTools has a seperate MCM option for this (called "rebuid list" or something like that). Does defeat have that too, or does it just detect anim-database changes automatically?

It turns out this was not a dumb question after all...

 

 

Screeny2024_08_18_21_03_39.jpg.ceba743adc752f7c1fb4039a927c5f3b.jpg

 

Notice the duplicated anims at the bottom. When this happens in SLTools - after a database change for example - i can go into the SLTools MCM and there's an option to update the animlist. With defeat i couldn't find such an option.

Posted
16 hours ago, libertyordeath said:

Depends on your definition of "good" and if you're on LE or SE.

 

If you want features over stability and ease of use, the obvious route is SLIF + FHU + One of the two complex pregnancy mods (Being Female and Fertility Mode). Expect a lot of frustration getting this stuff to work, and then regular tinkering when shit blows up.

 

If instead you want easy setup and "It just works", but at the cost of features, meaning everything is heavily simplified - pregnancy, birth, milk and inflation - then simply use Hentai Pregnancy and everything should work out of the box. There also is an OAR replacer compatible with HP, which turns HP's single boring birth anim into a range of better anims choosen randomly. I forgot the name of the replacer - try searching for "OAR birth animation" or something like that.

 

Whatever you do, do not ever install PNS (Pregnancy Normal Map Swapper). It (unintentionally) acts like a virus and will corrupt your saves. Racemenu profiles too, and corruption can spread backwards into past saves. Yes, it's this bad.

thanks for suggestions, I did some research on being female and it seems to not work for the latest skyrim edition. so I went with fertility + fill her up.

Posted
5 hours ago, crowownsford12 said:

does anyone knoe if the bane edition has remove the strangle and tie up npc when behind them and hitting the action key?

 

It's still there in the player as assailant MCM section.  Just make sure you have a key mapped to the event that doesn't conflict with any other mod.  I remapped mine from the (IIRC) default 'G' to be certain that the feature functioned consistently.  You may also need to 'sneak' up behind the intended 'victim', and also be within a sufficiently small gap behind them, when activating it.  I've no real problems with it, and it has the same functionality as it always had

 

Hope that helps

 

DQW

Posted

@Bane Master

 

A quick query, I hope

 

Doing the Civil War as an Imperial and got to the Battle for Fort Kastav.  Big battle. loads of Magic, Animal Companions etc.  Some 'defeats' by the Stormcloak mob end up with Sexlab scenes OK, even 2 or three assailants.  (Although a subsequent recovery bar is sometimes only visible if I press '3' to go to Free Camera)

 

I can understand getting wiped out by some of the enemies when using Defeat's Health and/or Essential settings, and even dying when those assailants might have been killed by allies, or too far distant to register

 

And, FWIW, I'm also using Non-Hostile Weapons for Kind Guys-87714-1-1,  a mod now withdrawn from Nexus - which enables one to paralyse the Bad People to enslave them later, so getting burnt to death a long way away from an assailant, or maybe chewed to death by an Animal Companion where in maybe either/both cases the  'owner' of the magic/creature etc may already have been paralysed by me/killed by the allied Imperials, is probably not out of the question

 

But I still find that my PC is sometimes stuck, on recovery, unmoving, with console showing -ve health values, the most common one seeming to be -99.something

 

So, OOIC, does Defeat have a test on defeat and subsequent recovery for ALL health values < etther

 

for the health trigger, the set minimum?

or

for the essential trigger, Zero?

 

The PC can be acxcessed by console - which is how I know what their health value is!I, and I can get the PC back functioning by slugging down health potions etc, but it seems odd that they get 'stuck', rather than just recover on their own, in the first place

 

Any ideas on that?

 

TIA for any ideas/help you can come up with

 

DQW

Posted (edited)
12 hours ago, DonQuiWho said:

A quick query, I hope

I wish I could say I knew the answers to your questions but I'm afraid I don't

 

There's no easy way I can reproduce this so the best option to try and work out what is going on is for me to send you the Current Version of Defeat with some Console Debug enabled - that way we might be able to trace what state Defeat is when you get the hang, and add a fix.

 

Let me know what version of Skyrim you are using if you want to give it a try  and also whether you are you using AndrewLRG's Dynamic Defeat addon.

Edited by Bane Master
Posted (edited)
1 hour ago, Bane Master said:

I wish I could say I knew the answers to your questions but I'm afraid I don't

 

There's no easy way I can reproduce this so the best option to try and work out what is going on is for me to send you the Current Version of Defeat with some Console Debug enabled - that way we might be able to trace what state Defeat is when you get the hang, and add a fix.

 

Let me know what version of Skyrim you are using if you want to give it a try  and also whether you are you using AndrewLRG's Dynamic Defeat addon.

 

Using 1.5.97 and also LRG's Addon

 

I'll give it a try

 

I might have a Papi log covering the issue too so if I have I'll pass that on to you EDIT Found one and attached

 

Thanks

 

DQW

Papyrus.2 - Defeat at Fort Kastav.log

Edited by DonQuiWho
Posted
1 hour ago, DonQuiWho said:

 

Using 1.5.97 and also LRG's Addon

 

I'll give it a try

 

I might have a Papi log covering the issue too so if I have I'll pass that on to you EDIT Found one and attached

 

Thanks

 

DQW

Papyrus.2 - Defeat at Fort Kastav.log 5.85 MB · 0 downloads

Taking a quick look at the Log there is nothing Defeat Player related in it - there are a ton of errors where it looks like Temp Ref actors are being removed by the game engine whilst The Defeat NPC vs NPC assault spell is still running. Also at least once instance where this happens during a Sexlab Animation no idea how/why that would be happening but not caused by Defeat.

 

The most interesting error is this...

 

"[08/28/2024 - 04:41:20PM] Error: Property DefVulnScr on script defeatplayer attached to alias PlayerRef on quest DefeatPlayerQST (8F000D62) cannot be bound because alias PlayerRef on quest DefeatVulnerability (90000800) is not the right type"

 

This implies that the PlayRef alias on the  DefeatVulnerability Quest  is Null - unfortunately this is not something I can comment in detail on as DefeatVulnerability is part of the Dynamic Defeat Addon,  other than to say I'm pretty sure that the Player Reference should not be empty.

 

Other than that there are no Defeat Player Related Errors in the Log  that I can see.

 

Attached is a Script Patch that will Output the current State of DefeatPlayer.psc to the console - if you can duplicate the issue and then check the console and record the sequence of States leading up to the hang it should provide some idea of what is going on and where to add some detailed debug.

 

 

 

 

 

Dynamic Defeat LRG Patch 1.6.3 for Bane 06082024 SE-LE Debug Patch 01.7z

Posted
10 minutes ago, Bane Master said:

Taking a quick look at the Log there is nothing Defeat Player related in it - there are a ton of errors where it looks like Temp Ref actors are being removed by the game engine whilst The Defeat NPC vs NPC assault spell is still running. Also at least once instance where this happens during a Sexlab Animation no idea how/why that would be happening but not caused by Defeat.

 

The most interesting error is this...

 

"[08/28/2024 - 04:41:20PM] Error: Property DefVulnScr on script defeatplayer attached to alias PlayerRef on quest DefeatPlayerQST (8F000D62) cannot be bound because alias PlayerRef on quest DefeatVulnerability (90000800) is not the right type"

 

This implies that the PlayRef alias on the  DefeatVulnerability Quest  is Null - unfortunately this is not something I can comment in detail on as DefeatVulnerability is part of the Dynamic Defeat Addon,  other than to say I'm pretty sure that the Player Reference should not be empty.

 

Other than that there are no Defeat Player Related Errors in the Log  that I can see.

 

Attached is a Script Patch that will Output the current State of DefeatPlayer.psc to the console - if you can duplicate the issue and then check the console and record the sequence of States leading up to the hang it should provide some idea of what is going on and where to add some detailed debug.

 

 

 

 

 

Dynamic Defeat LRG Patch 1.6.3 for Bane 06082024 SE-LE Debug Patch 01.7z 57.06 kB · 0 downloads

 

Thanks for that!

 

I'll see if I can replicate it in due course.  Battle for Windhelm should be next, and that's always full of action

 

I did see some NPC/NPC action, which surprised me as the player was still standing, but it did stop, in what I perceived to be an incomplete event

 

And, FWIW, I have the 'vulnerability' option disabled.  I might try it 'On', but with lowest values that I can set and see what happens then

 

DQW

Posted

Just upgraded to the latest version and started a new game. 

 

Having an issue where if say, my stormcloak is defeated by a band of imperials and they're taking turns with her, creatures come out of the woodwork like rabbits and such and take turns too.  This didn't happen in the previous version. 

 

Any ideas on what to look for? 

Posted
11 hours ago, WCSC said:

Just upgraded to the latest version and started a new game. 

 

Having an issue where if say, my stormcloak is defeated by a band of imperials and they're taking turns with her, creatures come out of the woodwork like rabbits and such and take turns too.  This didn't happen in the previous version. 

 

Any ideas on what to look for? 

 

Not seen that, but have you recently added anything currently active like Sexy Adventures, or Random Sex, SLAC, type mods, too?  There are a load of mods that now also have th ability to add in othe NPCs to Sexlab scenes and you're maybe picking up something from them if your mod settings enable that

 

DQW

Posted
20 minutes ago, DonQuiWho said:

creatures come out of the woodwork like rabbits and such and take turns too.

I have seen this behaviour - there are two options to prevent it, either remove the small furry animals from the allowed creature animations list in the MCM or disable Witness Intervention in the NPC vs NPC section.

 

I actually do both

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