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Posted

 

What about just "marking" tied up people and if you have some guards in your hideout (I'll put a system where you can recruit guards or set one of your followers as one) one of them would come & take the prisoner to the hideout when you leave the current cell, it would be easier to code.

 

Yes, that would work even better!

 

 

 

I agree. Maybe have a teleport spell or something that the guards can use, so they can teleport in at your command, and teleport back to the hideout with the prisoner. With so many dangers roaming around Skyrim, marching someone across the world map leads to all sorts of issues/deaths/delays (as the SD bounty hunters can attest).

 

I'm glad that the guard-hiring feature will be implemented in the future. Wondering if there will be a feature that can force dragonborns to take a turn in their own hideouts? Maybe have a wage system for the guards, and if the DB can't afford to pay the guards' salaries, the guards can either leave or revolt/enslave the DB for a set amount of time -- as punishment for having too much fun/sex around Skyrim, instead of working to maintain the hideout. WIth the DB involved, however, this may be harder to implement...

 

Or, include the possibility to capture creatures for your hideout, that you can... set on the prisoners. The more creatures you capture, the more possibilities exist -- finally a chance to use the multiple-creature-gangbang animations.

 

Thanks for the awesome mod! Can't wait for the next release!

 

Posted

Majority of the time, the enemy just kills my character. I tried setting my character to essential and it didn't help much either. While my character doesn't die, the enemies just walk away most of the time.

Posted

Majority of the time, the enemy just kills my character. I tried setting my character to essential and it didn't help much either. While my character doesn't die, the enemies just walk away most of the time.

 

Since you said majority im thinking its how  your health levels might be set up? maybe the shot that killed you did more damage then it could to set your health at 10 or 20%  (if your set higher just ignore me)

Posted

 

Majority of the time, the enemy just kills my character. I tried setting my character to essential and it didn't help much either. While my character doesn't die, the enemies just walk away most of the time.

 

Since you said majority im thinking its how  your health levels might be set up? maybe the shot that killed you did more damage then it could to set your health at 10 or 20%  (if your set higher just ignore me)

 

 

Isn't the health threshold set so if it's that amount or lower it triggers?

Posted

Love this mod! I especially love the whole hideout idea. It's like a dream come true!
However, is there no way to "interact" with the prisoners? I mean they're practically the slaver's playthings now, but they're just casually living their lives in the cells.

Just an idea, how about adding a big prison that can contain multiple prisoners as well? I mean bunching them all together seems more cattle-like, don't you think?

thanks again for this great mod!

Posted

Love this mod, but it's not really behaving.  Most fights result in my companions raping low health enemies mid fight leaving me to fend for myself against the remaining mob.  Lydia in particular seems to be affected by a bug where she'll move around to fight, but won't draw her weapon or attack if her scene is interrupted.. She reequips her gear, but just keeps moving in front of any enemy, even when they're attacking her, she just won't fight back.  There's also a bug where if their attacker/victim is killed or interrupted mid-scene, my follower will be stuck in that spot.  If i summon them away, they'll run back to that spot.  I followed one companion nearly halfway across the map just to see if they'd actually do it.

 

I reduced the health setting from the default 20% to 5% but that didn't help.  Is there a setting I've not seen to influence how likely a follower is going to rape a defeated foe?  Constant combat rape tends to become lackluster.   :P

 

EDIT: Also, the mannequins in the hideout refuse to wear gear I give them. Most of the time, they won't even accept it into their inventory.

Posted

Love this mod, but it's not really behaving.  Most fights result in my companions raping low health enemies mid fight leaving me to fend for myself against the remaining mob.  Lydia in particular seems to be affected by a bug where she'll move around to fight, but won't draw her weapon or attack if her scene is interrupted.. She reequips her gear, but just keeps moving in front of any enemy, even when they're attacking her, she just won't fight back.  There's also a bug where if their attacker/victim is killed or interrupted mid-scene, my follower will be stuck in that spot.  If i summon them away, they'll run back to that spot.  I followed one companion nearly halfway across the map just to see if they'd actually do it.

 

I reduced the health setting from the default 20% to 5% but that didn't help.  Is there a setting I've not seen to influence how likely a follower is going to rape a defeated foe?  Constant combat rape tends to become lackluster.   :P

 

EDIT: Also, the mannequins in the hideout refuse to wear gear I give them. Most of the time, they won't even accept it into their inventory.

 

When a follower gets stack and returnd over a body, you can click the "clean up" botton in the MCM to fix it.

Posted

I searched the topic but couldn't find anything on it, so I'll just ask; Are there any plans on male humanoids taking the lead during creature animations? (as in the humanoid raping the creature up da butt)

 

Regardless, sweet mod, pretty much spot on what I personally hoped someone would make when I found out about the bestiality animations and all that :heart:

Posted

Greetings!

 

Had a bit of an issue today. My character attempted to rape some sleeping folks and pretty much the animations failed to fire and the people went back to bed. I thought it might be because I turned off male npcs and female npcs and only left on creatures for the "player as a victim" but even when I turned it on for them, nothing happened. And then all my animations stopped firing, so I just shut down the game. But I figured I would share!

 

Here's what was in my log:

 

06:07:04PM] --- sslAnimationSlots: SexLab Animation Slots ------------------------------
[11/07/2013 - 06:07:04PM]  NOTICE: GetByTags(2, ["vaginal", "", ""], , TRUE)
[11/07/2013 - 06:07:04PM]    Found [17] Animations: Arrok Cowgirl, Arrok Leg Up Fuck, Arrok Missionary, Arrok Sideways Fuck, Arrok Standing Fuck, Arrok HugFuck, Arrok Lesbian, Rough Missionary, Doggy Style, Hugging Fuck, Missionary, Sideways Fuck, Standing Fuck, Tribadism, Zyn Rough Standing, Zyn Lesbian, AP Bed Missionary
[11/07/2013 - 06:07:05PM] SexLab: Making thread[0] [sslThreadController <alias ThreadView000 on quest SexLabQuestThreadSlots (0C03CE6E)>]
[11/07/2013 - 06:07:06PM] SexLab: Slotting ActorSlot[0] with [Actor < (00000014)>]
[11/07/2013 - 06:07:08PM] --- SexLab --- Failed to validate (Swift Wind) :: They appear to already be animating
[11/07/2013 - 06:07:09PM] SexLab: Slotting ActorSlot[5] with [WIDeadBodyCleanupScript < (00019DDE)>]
[11/07/2013 - 06:07:10PM] --- SexLab ThreadController[0] ------------------------------------------------------
[11/07/2013 - 06:07:10PM]  FATAL: Make()
[11/07/2013 - 06:07:10PM]    Thread has timed out of the making process; resetting model for selection pool
[11/07/2013 - 06:07:10PM] --------------------------------------------------------------------------------------------
[11/07/2013 - 06:07:10PM] --- SexLab ThreadController[0] ------------------------------------------------------
[11/07/2013 - 06:07:10PM]  FATAL: StartThread()
[11/07/2013 - 06:07:10PM]    Primary animation 'Arrok Cowgirl' requires 2 actors, only 1 present
[11/07/2013 - 06:07:10PM] --------------------------------------------------------------------------------------------
[11/07/2013 - 06:07:11PM] SexLab: Clearing Actor Slot of Tythis Ulen
[11/07/2013 - 06:07:11PM] SexLab: Clearing Actor Slot of Swift Wind
[11/07/2013 - 06:07:11PM] [Zad]: OnUpdateGameTime()
[11/07/2013 - 06:07:13PM] [Zad]: ProcessEffects()
[11/07/2013 - 06:07:23PM] [slaCloakEffScr <None>]: Got +2 arousal to Swift Wind by Tythis Ulen
[11/07/2013 - 06:07:25PM] [slaCloakEffScr <None>]: Got +2 arousal to Swift Wind by Tythis Ulen
[11/07/2013 - 06:07:27PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGShrineDescriptionQuest 

 
-C
Posted

This is a great mod.

 

Not sure if I found a bug relative to the followers vs npc. In fact if for some reason the npc (victim) die before that the (announced) follower rape animation start, the follower will stick near the dead npc body and wont leave it or react to other attacks, without be able to follow the player anymore.

Generally I have to reload a previous save hoping a similar timing coincidence do not happen again.

But it does, often enough.

 

I discovered this because i lost for a while my follower then when he reappeared and runned away I followed him, and I saw he went far away near a dead body that become like a "magnete". Whenever I move the dead body he follow it and stick behind it. I guess the script that call the animation cannot start and so the follower remain in a wait mode. I dunno much about sripting in Skyrim but i guess there should be a way, conditional, tha IF the victim die in the while THEN the follower rape script will abort and auto clean\abort.

 

Posted

Have installed mod, run it, liked it-- but it has huge save bloat issue.  (ver 4.1) 20-30 mb extra. When I uninstalled,slept ingame 3 days, saved,removed mod, ran game again, then saved the 20- 30 mb were stripped away. (20-30mb is the variation of 4 hours gameplay. I had to go backwards in saves to remove mod stably)   Back the defeat 2.0 it is so far the most stable and reliable version. 3 versions has a habit of not working for new characters. (i had to save, remove, save, then reinstall mod to get it to work) .

 

It is great mod but fix the save bloat. I found out it was defeat causing issues via loverslab forums.    In other forums dealing with save bloat- scripts have been identified as a possible cause.   I hope this info helps this mod to be all it can be and running well.

 

 

 

Posted

This is a great mod.

 

Not sure if I found a bug relative to the followers vs npc. In fact if for some reason the npc (victim) die before that the (announced) follower rape animation start, the follower will stick near the dead npc body and wont leave it or react to other attacks, without be able to follow the player anymore.

Generally I have to reload a previous save hoping a similar timing coincidence do not happen again.

But it does, often enough.

 

I discovered this because i lost for a while my follower then when he reappeared and runned away I followed him, and I saw he went far away near a dead body that become like a "magnete". Whenever I move the dead body he follow it and stick behind it. I guess the script that call the animation cannot start and so the follower remain in a wait mode. I dunno much about sripting in Skyrim but i guess there should be a way, conditional, tha IF the victim die in the while THEN the follower rape script will abort and auto clean\abort.

 

I have the same issue from time to time.  I mentioned it above  #1469 and was told the Cleanup option in the MCM menu would fix that.  I've not been able to play long enough to have that issue again, but you should try it.

Posted

Where can I find the older versions of this mod? I keep having problems getting the animations to start with my character. The animations seem to work better when it comes to my follower, but my character gets knocked down, gets back up, and the fight goes on or stops because sometimes the npc fighting me isn't aggressive anymore. I'm not sure what to do, I mainly try out defeat on clean saves. 

Posted

Yeah well, just wait for the new version, I did not have a lot of time to work on it this week but it should not be too long before release now.

 

Meanwhile you can always look at your log to help me find the source of your problem, I can't guess on a "I have a problem, please fix".

Posted

mhm, creature animations seem off. wolf for example only starts half. i move and all but the wolf just stands there?

 

Check it again with the matchmaker plug-in.

If it doesn't work with that either, check your Sexlab settings, and make sure it, and fnis are up to date.

Also did you install fnis 4.0.2 and fnis creature 4.0.4, then run the fnis generator?

Posted

 

mhm, creature animations seem off. wolf for example only starts half. i move and all but the wolf just stands there?

 

Check it again with the matchmaker plug-in.

If it doesn't work with that either, check your Sexlab settings, and make sure it, and fnis are up to date.

Also did you install fnis 4.0.2 and fnis creature 4.0.4, then run the fnis generator?

 

 

checked it with that free beastrape plugin (instead of defeat, uninstalled it after testing..) and it worked for them.

fnis and creature fnis is installed and uptodate. and i did run the generator.

 

Troll for example works, just not the wolf.

Posted

yes yes yes. the animation starts, the wolf rapes me. but only -my- half of the animation plays the wolf is frozen during it and doesnt move. like shown in the screenshot.

Posted

Again, if you actually checked it with matchmaker then we'd know right away if it's a framework/fnis issue, or if it's the defeat plug-in.

 

Chances are you screwed up fnis creature by installing dated mods (like beastrape) that used the older versions of it (fnis), several of those were packaged incorrectly with older fnis files that shouldn't be there.

check this folder:

**your skyrim installation path**  / data / meshes / actors / canine / behaviors and behaviors wolf 

if you see files named like so:

wolfbehavior_FNISxxx.hkx or dogbehavior_FNISxxx.hkx  then you have either buggered up your files, and will need to re-install Fnis 4.0.2 and Fnis creature 4.0.4 or you didn't actually update fnis to the most recent version. It's easy to overlook those two, as several versions came out within a few days / hours / w/e of each other.

they should look like:

wolfbehavior_FNIS and dogbehavior_FNIS

 

tl;dr

If only one side of the animation is playing then your mods aren't up to date,

or you overwrote a fnis file with a dated version,

or you didn't run fnis.

 

Check version, and/or re-install these:

Sexlab: 1.24 

Fnis:  4.0.2     (NOT BETA)

Fnis Creature: 4.0.4

 

 

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