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Posted

Remember that stamina knock down is only caused when you are hit from the back.

 

This explains alot. :( Stupid me.

But one option for Defeat needs the HP setup anyway and as i want this option turned on, i'll stick to the HP setup anyway.

Posted

 

So excite! Even more after reading what's changed!

 

Screw clean save, I think I gotta start over anyways. My savegame had bloated to over 30megses, I think because I was just piling on too many script mods (not just SexLab stuff either). It really started happening when I decided to re-add Sanguine's mid-playthrough, so I think I'm gonna stick without it until the next version comes out.

 

The one change I'm a bit sad about is ' Fixed - No more friendly fire rapes.' :D I love it when a female bandit goes to her knees, and one of her own compatriots is so horny he jumps on her. 

 

the bloating is caused by this mod, but disabling npc vs npc features usually aliviates it...! (you can still have the follower vs other npc features, though, at least that worked for me)

 

 

This actually makes a lot of sense, as I have Immersive Patrols which causes battles to occur in certain places between factions. That tends to result in lots of rape attempts.

 

I'd be kinda sad not to get to see NPCs raping each other though.

Posted

I'm afraid that I have to report CTD in this update. With the mod active, my game constantly crushed when doing final battle in the Valkihar castle where suppose to confront Harkon.. Also, Serana was constantly going back to the Auriel's chapel after finishing the quest "Touching the sky" were we killed Vyrthur.  The game behaved well and I managed to accomplish the quest when disable the mod first.

Posted

 

 

So excite! Even more after reading what's changed!

 

Screw clean save, I think I gotta start over anyways. My savegame had bloated to over 30megses, I think because I was just piling on too many script mods (not just SexLab stuff either). It really started happening when I decided to re-add Sanguine's mid-playthrough, so I think I'm gonna stick without it until the next version comes out.

 

The one change I'm a bit sad about is ' Fixed - No more friendly fire rapes.' :D I love it when a female bandit goes to her knees, and one of her own compatriots is so horny he jumps on her. 

 

the bloating is caused by this mod, but disabling npc vs npc features usually aliviates it...! (you can still have the follower vs other npc features, though, at least that worked for me)

 

 

This actually makes a lot of sense, as I have Immersive Patrols which causes battles to occur in certain places between factions. That tends to result in lots of rape attempts.

 

I'd be kinda sad not to get to see NPCs raping each other though.

 

 

Better test with this new 4.2 version, Ill test tomorrow myself. I was talking about the previos version, its there a possibility that the issue may be fixed, and the author would need to know if that's the case :D

Posted

so far so good, patch has fixed a lot of issues I was having with this mod.

 

Like rapes stop triggering until I reboot game. and the mana doesnt regen after rape.  combat stopping seems better so far.

fixed on my build so thanks.

 

much love ya sick fuck

Posted

I started experiencing CTDs during battles between frostbite spiders, a companion (Meeko the dog) and two traveling NPCs coming to assist. 

That was reproduceable (tried three times and ended up with 3 CTDs at different stages of the battle).

 

Things seem to get a little better if I completely disable NPC on NPC action. I need to test more for report something more useful.

 

When that happened, I had a lot of errors like these in my log:

 

 

 

[11/24/2013 - 03:11:26PM] ERROR: Cannot access an element of a None array
stack:
[alias ThreadView000 on quest SexLabQuestThreadSlots (0D03CE6E)].sslthreadcontroller.StartThread() - "sslThreadModel.psc" Line ?
[DefeatNPCsRefreshQst (C706E96C)].defeatnvnassaultscr.TheAction() - "DefeatNVNAssaultScr.psc" Line ?
[Active effect 6 on  (6600F804)].DefeatNVNAssaultSPL.TheKnockDown() - "DefeatNVNAssaultSPL.psc" Line ?
[Active effect 6 on  (6600F804)].DefeatNVNAssaultSPL.OnEffectStart() - "DefeatNVNAssaultSPL.psc" Line ?
[11/24/2013 - 03:11:26PM] ERROR: Cannot call X() on a None object, aborting function call
stack:
<unknown self>.Game.FindClosestReferenceOfAnyTypeInListFromRef() - "Game.psc" Line ?
[alias ThreadView000 on quest SexLabQuestThreadSlots (0D03CE6E)].sslthreadcontroller.StartThread() - "sslThreadModel.psc" Line ?
[DefeatNPCsRefreshQst (C706E96C)].defeatnvnassaultscr.TheAction() - "DefeatNVNAssaultScr.psc" Line ?
[Active effect 6 on  (6600F804)].DefeatNVNAssaultSPL.TheKnockDown() - "DefeatNVNAssaultSPL.psc" Line ?
[Active effect 6 on  (6600F804)].DefeatNVNAssaultSPL.OnEffectStart() - "DefeatNVNAssaultSPL.psc" Line ?
[11/24/2013 - 03:11:26PM] warning: Assigning None to a non-object variable named "::temp8"
stack:
<unknown self>.Game.FindClosestReferenceOfAnyTypeInListFromRef() - "Game.psc" Line ?
[alias ThreadView000 on quest SexLabQuestThreadSlots (0D03CE6E)].sslthreadcontroller.StartThread() - "sslThreadModel.psc" Line ?
[DefeatNPCsRefreshQst (C706E96C)].defeatnvnassaultscr.TheAction() - "DefeatNVNAssaultScr.psc" Line ?
[Active effect 6 on  (6600F804)].DefeatNVNAssaultSPL.TheKnockDown() - "DefeatNVNAssaultSPL.psc" Line ?
[Active effect 6 on  (6600F804)].DefeatNVNAssaultSPL.OnEffectStart() - "DefeatNVNAssaultSPL.psc" Line ?
 
as well as:
 
[11/24/2013 - 03:11:27PM] --- SexLab ThreadController[0] ------------------------------------------------------
[11/24/2013 - 03:11:27PM]  FATAL: CenterOnObject()
[11/24/2013 - 03:11:27PM]    Unsafe attempt to modify unlocked thread[0]
[11/24/2013 - 03:11:27PM] --------------------------------------------------------------------------------------------
[11/24/2013 - 03:11:27PM] Defeat: NVN Error: The animation did not start
[11/24/2013 - 03:11:27PM] Defeat: NVN - Distance reached, Begin the rape.
[11/24/2013 - 03:11:28PM] Defeat: NVN, Cleaned slots -> 0

Posted

Small Bug, if you choose for aggressors to steal any of your items creatures also steal your items. This makes sense for humanoid creatures like falmer, giants ect but would be very odd for things like wolves ect.

Posted

 

 

 

So excite! Even more after reading what's changed!

 

Screw clean save, I think I gotta start over anyways. My savegame had bloated to over 30megses, I think because I was just piling on too many script mods (not just SexLab stuff either). It really started happening when I decided to re-add Sanguine's mid-playthrough, so I think I'm gonna stick without it until the next version comes out.

 

The one change I'm a bit sad about is ' Fixed - No more friendly fire rapes.' :D I love it when a female bandit goes to her knees, and one of her own compatriots is so horny he jumps on her. 

 

the bloating is caused by this mod, but disabling npc vs npc features usually aliviates it...! (you can still have the follower vs other npc features, though, at least that worked for me)

 

 

This actually makes a lot of sense, as I have Immersive Patrols which causes battles to occur in certain places between factions. That tends to result in lots of rape attempts.

 

I'd be kinda sad not to get to see NPCs raping each other though.

 

 

Better test with this new 4.2 version, Ill test tomorrow myself. I was talking about the previos version, its there a possibility that the issue may be fixed, and the author would need to know if that's the case :D

 

 

I have left NPC/NPC rapings on, but only Male => Female for the time being. I'll keep an eye on my file size, though of course I can't really call this scientific measurement, since I do still have about 100 other mods installed. ;)

Posted

Hi!

I found this info while i was looking for ways to improve my skyrim performance for my pc.

It has helped me a mod user to better understand what's going on with mods that have scripts and understand why sometimes when i initiated an action, (for example when i pressed the "G" key to act upon a npc) it would take up to 2 seconds for the options to appear. I have not posted before because i would be repeating what others have already said they had problems with, and that doesn't help at all "imo". And the workarounds mentioned in the thread have worked some way or another, so why repeat the same and just make the thread bigger  :shy: .

 

 

On the run-time of Skyrim’s Papyrus Scripts
For Skyrim mod users and mod authors
By Borgut1337
Skyrim uses a new scripting language called Papyrus. One important difference between
Papyrus and the scripting language used in Oblivion and Fallout 3, is related to the run-time
of mods. In this text I’ll try to explain to both mod users and mod authors what the
consequences of this change are, why they should keep it in mind and what they can do about
the issues which follow from this change.
I’ll start out with an explanation for mod users, in which I’ll try not to go into too much detail
in order to make sure everyone will be able to follow it. After that a section specific for mod
authors will follow, which will go into greater detail.
As the author of the Deadly Combat mod, this is where I got most experience from with these
issues and therefore that will also be where I’ll pick my examples from. Also, please note that
even though all the information presented here is based on experience and information from
the CK wiki, I might not be 100% correct on everything.
Now I’ll first quote the specific change I will be talking about from this page on the Creation
Kit wiki: http://www.creationkit.com/Differences_from_Previous_Scripting
Performance
There are a few things to keep in mind when keeping things like performance in mind.
With the old scripting language, writing inefficient script would eventually bog down
the framerate of the game. In the new language, each script gets an allotted amount of
processing time. After it uses up that processing time, the script will pause until it's
allowed to have more processing time. This processing time is measured by function
calls and logic done by the scripting language. You're much more likely to bog down
all the scripts in the game then the game's actual framerate with a poorly-written script.
Timing
With the new language being fully multithreaded, timing is not quite as reliable as it
was with the previous system. Previously, a script could say "I want to do this
immediately," and the governing system would have no choice but to agree. A script in
the new language can say "I want to do this immediately," and the script manager will
essentially tell the script to take a ticket and wait in line. Telling a script to wait for 0.5
seconds really means that the script will wait for 0.5 seconds plus the time it takes for
the script to get its number called. This amount of time is usually quite small, but it
could have an impact on scripts where timing needs to be very precise.
What the first part basically means is that if you have a certain script, the game will assign a
certain amount of your CPU’s processing time to it, and if that is not enough to finish running
the entire script, it will pause for a little while.What the second part basically means, is that scripts will some times not start running
immediately and you might notice a short delay between when a script is supposed to start
running and when it actually does.
The consequences
In various versions of my mod, I have noticed 2 different issues coming up which were a
direct consequences of the changes in scripting system described above.
1. Script delays: Scripts don’t react as fast as you’d like them to. This is actually not
so much a consequence as it is exactly the change itself. For most mods, this
shouldn’t be too much of an issue, because this delay is often a matter of fractions
of a second. However, for combat mods, where precise timing is often required, it
CAN be an issue.
2. Snowballing script delays: Now this is the big, bad issue which can also really
harm mods which don’t require precise timing, but which luckily doesn’t show up
as often as normal script delays. What happens is that when a script which needs to
be called repeatedly (at certain intervals, for example) is not assigned enough
processing time during the first instance of running to complete running before the
second interval is over. When this happens, two versions of the script which were
supposed to follow each other are actually running simultaneously. Now because
there are more scripts running, chances are that each script gets even less
processing time assigned. Keep this going for half an hour and you might have
multiples of ten of the same script running at the same time, which will eventually
slow down every single script in the game.
Personally I’ve had script delaysshowing up in multiple versions of my mod. The symptom
always was that enemies would get staggered a noticeable amount of time after getting hit (a
feature of the mod is that enemies get staggered after being hit). This kind of issue is very
hard to avoid, but luckily doesn’t hurt too many mods. Only those mods which require very
precise timing will get hurt by this.
I’ve seen the snowballing script delay issue only once myself. The reported issue was that
almost all scriptsin the game were negatively affected. The Alteration spell to transmute
iron/silver into gold would only actually transmute items a minute after being cast, and Word
Walls would refuse to teach their shouts to the player. Obviously these scripts were not
changed by my mod, but still they were slowed down.What can you as a mod user do about this?
Now that the issues themselves and the reasons why they are caused are hopefully clear, we
can talk about what you as a mod user can do to prevent these issues from showing up.
1. Talk to mod authors. As a mod user, there is not a lot you can do yourself, so the
first step should always be to notify the mod authors of the mods you are using when
you see one of these issues showing up. Of course, you should take a quick glance
over the comments section first to check if the issue has not already been reported,
because it doesn’t help any mod author if he has to read about the same issue 30 times.
Also, see if they are already aware of this file, and if not give them a link to it. A
similar section to this about what mod authors can do is included, so that might help
them out fixing the issues.
2. Take your CPU into consideration. It might sound harsh, but some time you might
have to make the tough decision to choose between mods instead of being able to run
them all. Naturally you should first check if the mod authors can improve their scripts
first, but there is only so much a mod author can do. In the end, a large amount of fully
optimized scripts might still be too much. When you reach this point depends on how
powerful your PC is. This is to having to decide between a number of texture
improving mods, where your GPU would be the deciding factor.
3. When deactivating a mod, fully uninstall it. Skyrim’s new way of handling scripts
has the side-effect that scripts are saved in your saved game. If you disable a mod by
deactivating it’s .esp file(s), any scripts it had running will keep running. Now it is
possible that they don’t do anything if they need data defined in the .esp file, and then
you might not notice them still being active, but even then they will still eat processing
power. In some cases they will also actually keep (partially) working, in which case
you will definitely want them to stop that. If you do a full uninstall (which means
removing the .pex files in the Skyrim\Data\Scripts\ folder which came with this mod)
the saved game will no longer be able to find the scripts and therefore will not run
them.
4. EXPERIMENTAL: .ini tweaks. Find Skyrim.ini in C:\My Documents\My
Games\Skyrim\. Under the [Papyrus] section, you can add certain settings which are
explained here: http://www.creationkit.com/INI_Settings_%28Papyrus%29 .
The following settings seem to be related to these issues and might be able to help
them, but I did not personally test them and cannot guarantuee whether they’ll help or
what the effects will be of changing them:
- fUpdateBudgetMS
- fExtraTaskletBudgetMD
- fPostLoadUpdateTimeMS
- iMinMemoryPageSize
- iMaxMemoryPageSize
- iMaxAllocatedMemoryBytes
What can you as a mod author do about this?
1. Optimize every single script. Even if you have a very large mod with only one script,
if that script is unoptimized it might cause issues for other mods which do need more
scripts. And even if you have a very small script of a few lines, if it can be optimized it
might help other mods which have bigger scripts. A few tips on how to actually
optimize a script are in the last section.2. Use RegisterForSingleUpdate(). In my mod, I use a quest with a constantly running
script. The script needs to run at regular intervals, but the timing does not need to be
very precise, as long as it is regular. Initially I had a script like this:
;INITIALIZATION QUEST STAGE
RegisterForUpdate(2)
Event OnUpdate()
DoStuff()
EndEvent
One of my mod’s users reported having the snowballing script delay issue. This issue
was fixed by changing the above script to the following:
;INITIALIZATION QUEST STAGE
RegisterForSingleUpdate(2) ;now the OnUpdate() event will only run once
Event OnUpdate()
DoStuff()
RegisterForSingleUpdate(2)
EndEvent
With this change, each OnUpdate() event takes a tiny little bit longer to execute, but it
will ensure that OnUpdate() events will never stack. This was possible because in my
case I did not need the events to be precisely timed, I just needed them to occur
regularly.
3. Talk to your mod’s users.Just like I advise mod users to talk to you (the mod author)
in the section above, I would also advise you to talk to your mod’s users. Point them
to this document, and then especially the above section with tips on what your users
can do.
Script optimization tips
1. Don’t use the same accessor function multiple times in the same event or function. An
accessor function is a ‘’getter’’. An example is if you’re in an activeMagicEffect script and
you need to do multiple things with the Actor which is affected by the magic effect. Instead of
doing the following:
;EXAMPLE SCRIPT OF WHAT NOT TO DO
Event SomeEvent()
GetTargetActor().AddItem(coolItem, 1)
GetTargetActor().AddSpell(coolSpell)
GetTargetActor().Kill()
GetTargetActor().Resurrect()
EndEvent
you should do the following:
;EXAMPLE SCRIPT OF WHAT YOU SHOULD DO
Event SomeEvent()
Actor selfActor = GetTargetActor()selfActor.AddItem(coolItem, 1)
selfActor.AddSpell(coolSpell)
selfActor.Kill()
selfActor.Resurrect()
EndEvent
However, make sure you don’t end up on the other extreme, where you save a reference in a
variable unnecessarily. The above trick is ONLY more efficient if you need to use the
reference 2 or more times. If you need to use him exactly one time (in the example this would
be if you only needed to add the cool item), it is more efficient to just do the following:
GetTargetActor().AddItem(coolItem, 1)
2. Use the ‘’return’’ statement. If your script has a point where you check for a certain
condition and know that if that condition is true, the script can immediately stop running, use
‘’return’’. Return immediately stops the Event or Function in which return was called. So
instead of doing this:
;EXAMPLE OF WHAT NOT TO DO
Event SomeEvent()
bool keepRunning=true ;keep running unless one of 2 conditions is true
If(someCondition()) ;condition 1
keepRunning=false
ElseIf(someOtherCondition()) ;condition 2
keepRunning=false
EndIf
If(!keepRunning) ;neither condition true
DoStuff()
EndIf
EndEvent
You should do this:
;EXAMPLE OF WHAT YOU SHOULD DO
Event SomeEvent()
If(someCondition())
return
ElseIf(someOtherCondition())
return
EndIf
DoStuff()
EndEvent
Of course, you should be careful with this. If after the DoStuff() call there is also something
else which needs to be done regardless of the 2 conditions, then a return won’t work.
Keep everything local. What this means is that if you have multiple Events and Functions in
a script, and there are some variables/references which you only need in one of those
Events/Functions and not in more than one of them, you should define them inside that Event
or Function, instead of defining them outside of them.So instead of doing this:
;EXAMPLE OF WHAT NOT TO DO
int onHitVariable ;variable used in OnHit event
int onDeathVariable ;variable used in OnDeath event
int bothEventsVariable ;variable used in both events
Event OnHit()
DoStuffWith(onHitVariable)
DoStuffWith(bothEventsVariable)
EndEvent
Event OnDeath()
DoStuffWith(onDeathVariable)
DoStuffWith(bothEventsVariable)
EndEvent
You should do this:
;EXAMPLE OF WHAT YOU SHOULD DO
int bothEventsVariable ;variable used in both events
Event OnHit()
int onHitVariable ;variable used in OnHit event
DoStuffWith(onHitVariable)
DoStuffWith(bothEventsVariable)
EndEvent
Event OnDeath()
int onDeathVariable ;variable used in OnDeath event
DoStuffWith(onDeathVariable)
DoStuffWith(bothEventsVariable)
EndEvent

 

 

This info was taken from here http://dl.dropboxusercontent.com/u/49019227/Skyrim_Papyrus_Scripts_Runtime.pdf

Also this link can be useful in one way or another http://www.creationkit.com/INI_Settings_%28Papyrus%29

 

As i said before i'm just a mod user and i'm a skyrim newbie in overall but i wanted to share this info so other mod users like myself can better understand the small hell mod authors have to deal with when scripts are involved in there mods.  :shy:

 

This is my skyrim.ini as of now

 

[General]
sLanguage=ENGLISH
fdefaultfov=85
fDefault1stPersonFOV=85
fDefaultWorldFOV=85
iNumHWThreads=6
iHWThread6=5
iHWThread5=5
iHWThread4=5
iHWThread3=4
iHWThread2=4
iHWThread1=4
iAIThread2HWThread=3
iAIThread1HWThread=2
iRenderingThread2HWThread=1
iRenderingThread1HWThread=0
uExterior Cell Buffer=36
bUseThreadedTempEffects=1
bUseThreadedParticleSystem=1
bMultiThreadMovement=1
bUseThreadedMorpher=1
uGridsToLoad=3
fFlickeringLightDistance=8192
sLocalSavePath=saves\
[Display]
sD3DDevice="ATI Radeon HD 4300/4500 Series"
fShadowLODMaxStartFade=1000.0
fSpecularLODMaxStartFade=2000.0
fLightLODMaxStartFade=3500.0
iShadowMapResolutionPrimary=256
bAllowScreenshot=1
fDecalLifetime=256.000
fSunUpdateThreshold=1
[backgroundLoad]
bBackgroundLoadLipFiles=1
bLoadBackgroundFaceGen=1
bUseMultiThreadedFaceGen=1
bBackgroundCellLoads=1
bLoadHelmetsInBackground=1
bUseMultiThreadedTrees=1
bUseBackgroundFileLoader=1
[Animation]
bMultiThreadBoneUpdate=1
[HAVOK]
iNumThreads=4
[Decals]
bDecalMultithreaded=1
[Audio]
fMusicDuckingSeconds=6.0
fMusicUnDuckingSeconds=8.0
fMenuModeFadeOutTime=3.0
fMenuModeFadeInTime=1.0
[Combat]
fMagnetismStrafeHeadingMult=0.0
fMagnetismLookingMult=0.0
[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa
[Grass]
b30GrassVS=1
bAllowCreateGrass=1
bAllowLoadGrass=0
iMinGrassSize=100
[Papyrus]
fUpdateBudgetMS=800
fExtraTaskletBudgetMS=800
fPostLoadUpdateTimeMS=750.0
iMinMemoryPageSize=256
iMaxMemoryPageSize=512
iMaxAllocatedMemoryBytes=153600
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
[Water]
bReflectLODObjects=0
bReflectLODLand=0
bReflectSky=1
bReflectLODTrees=0

 

And my SkyrimPrefs.ini

 

[General]
fBrightLightColorB=1.0000
fBrightLightColorG=1.0000
fBrightLightColorR=1.0000
iStoryManagerLoggingEvent=-1
bEnableStoryManagerLogging=0
bUseThreadedParticleSystem=1
bUseThreadedTextures=1
bUseThreadedBlood=1
bUseThreadedMeshes=1
bUseThreadedMorpher=1
bUseThreadedLOD=1
bUseThreadedTempEffects=1
bUseThreadedAI=1
[Display]
iTexMipMapSkip=0
bFXAAEnabled=0
fMeshLODLevel2FadeDist=5555555.5000
fMeshLODLevel1FadeDist=7407407.5000
fSpecularLODStartFade=650.0000
fLightLODStartFade=1355.0000
fTreesMidLODSwitchDist=0.0005
iShadowMapResolution=256
fShadowBiasScale=0.5000
iShadowMaskQuarter=4
iBlurDeferredShadowMask=1
fShadowDistance=0.0000
iMaxDecalsPerFrame=100
iMaxSkinDecalsPerFrame=25
iAdapter=0
iSize W=1280
iSize H=720
iMultiSample=1
iMaxAnisotropy=0
iPresentInterval=1
bFull Screen=1
fInteriorShadowDistance=0.0000
bFloatPointRenderTarget=1
fLeafAnimDampenDistEnd=4600.0000
fLeafAnimDampenDistStart=3600.0000
fGamma=1.0800
iShadowFilter=1
bShadowsOnGrass=0
fDecalLOD2=1125.0000
fDecalLOD1=750.0000
fShadowLODStartFade=0.0000
iTexMipMapMinimum=0
bTransparencyMultisampling=0
iWaterMultiSamples=0
bDeferredShadows=1
iShadowMode=3
bTreesReceiveShadows=0
bDrawLandShadows=0
bDrawShadows=0
fMeshLODFadePercentDefault=1.2000
fMeshLODFadeBoundDefault=256.0000
fMeshLODLevel2FadeTreeDistance=0.0008
fMeshLODLevel1FadeTreeDistance=0.0010
iScreenShotIndex=15
bShadowMaskZPrepass=0
bMainZPrepass=0
iShadowMapResolutionPrimary=256
iShadowMapResolutionSecondary=128
sD3DDevice="ATI Radeon HD 4300/4500 Series"
[imagespace]
iRadialBlurLevel=2
bDoDepthOfField=0
bDoRadialBlur=0
[LOD]
fLODFadeOutMultActors=11.7500
fLODFadeOutMultItems=3.8000
fLODFadeOutMultObjects=3.8000
fLODFadeOutMultSkyCell=1.0000
[Grass]
fGrassStartFadeDistance=400.0000
b30GrassVS=1
fGrassMaxStartFadeDistance=7000.0000
fGrassMinStartFadeDistance=400.0000
bGrassPointLighting=0
bDrawShaderGrass=0
[Decals]
bDecals=1
bSkinnedDecals=1
uMaxDecals=255
uMaxSkinDecals=150
uMaxSkinDecalsPerActor=60
bDecalMultithreaded=1
bDecalsOnSkinnedGeometry=1
[TerrainManager]
fTreeLoadDistance=75000.0000
fBlockMaximumDistance=250000.0000
fBlockLevel1Distance=70000.0000
fBlockLevel0Distance=35000.0000
fSplitDistanceMult=1.5000
bShowLODInEditor=0
[blurShaderHDR]
bDoHighDynamicRange=1
[blurShader]
bUseBlurShader=0
[Launcher]
bShowAllResolutions=1
uLastAspectRatio=4
[Water]
iWaterReflectHeight=1024
iWaterReflectWidth=1024
bUseWaterDisplacements=1
bUseWaterRefractions=1
bUseWaterReflections=0
bUseWaterDepth=1
bAutoWaterSilhouetteReflections=0
bUseWaterShader=1
[MAIN]
fSkyCellRefFadeDistance=150000.0000
bGamepadEnable=0
bCrosshairEnabled=1
fHUDOpacity=1.0000
bSaveOnPause=1
bSaveOnTravel=1
bSaveOnWait=1
bSaveOnRest=1
[interface]
fMouseCursorSpeed=1.0000
bDialogueSubtitles=1
bGeneralSubtitles=1
bShowCompass=1
[GamePlay]
bShowFloatingQuestMarkers=1
bShowQuestMarkers=1
iDifficulty=0
[Controls]
bUseKinect=0
fMouseHeadingSensitivity=0.0320
fGamepadHeadingSensitivity=1.9000
bAlwaysRunByDefault=1
bInvertYValues=0
bGamePadRumble=1
bMouseAcceleration=0
[Particles]
iMaxDesired=500
[saveGame]
fAutosaveEveryXMins=5.0000
[AudioMenu]
fAudioMasterVolume=1.0000
fVal7=1.0000
uID7=0
fVal6=1.0000
uID6=0
fVal5=1.0000
uID5=0
fVal4=1.0000
uID4=0
fVal3=0.0000
uID3=466532
fVal2=1.0000
uID2=554685
fVal1=0.6000
uID1=1007612
fVal0=0.6000
uID0=94881
[Clouds]
fCloudLevel2Distance=262144.0000
fCloudLevel1Distance=32768.0000
fCloudLevel0Distance=16384.0000
fCloudNearFadeDistance=9000.0000
[Trees]
bRenderSkinnedTrees=1
uiMaxSkinnedTreesToRender=40
bUseMultiThreadedTrees=1
bShadowMaskZPrePass=1
bEnableTreeAnimations=0
[backgroundLoad]
bBackgroundLoadLipFiles=1
bLoadBackgroundFaceGen=1
bUseMultiThreadedFaceGen=1
bBackgroundCellLoads=1
bLoadHelmetsInBackground=1

 

 

Please drink some water to alleviate the cough from excessive laughter after seein the video card i use. lol 

I also use Skyrim HD - 2K Textures by NebuLa heavily compressed with Optimizer Textures by AdPipino. And i also compressed all of skyrims .bsa and i include mods textures in compression crazy episodes.

Also HIALGOBOOST GPU UPGRADE by HiAlgoBoost is a must for me. I get in normal situations outdoors 12-17 fps while standing still, and indoors (dungeons and stuff) 25-32 fps.

 

post-240686-0-16398700-1385333487_thumb.png post-240686-0-34171800-1385333488_thumb.png post-240686-0-33971100-1385333489_thumb.png post-240686-0-29942400-1385333490_thumb.png

 

I hope this info helps in anyway.

PS: i just downloaded defeat 4.2 and i'm going to take it for a spin  :D

post-240686-0-16398700-1385333487_thumb.png

post-240686-0-34171800-1385333488_thumb.png

post-240686-0-33971100-1385333489_thumb.png

post-240686-0-29942400-1385333490_thumb.png

Posted

So far, so good. I've had plenty of npc npc action and my saves aren't bloating.

 

There was one thing, though. When fighting a dragon in Dragon's Bridge the dragon began the rape of an npc. As I understand it as soon as it's hit it should stop sex and resume fighting. Didn't happen. The townsfolk and I kept hammering away and the dragon died before it finished the rape.

Posted

So far, so good. I've had plenty of npc npc action and my saves aren't bloating.

 

There was one thing, though. When fighting a dragon in Dragon's Bridge the dragon began the rape of an npc. As I understand it as soon as it's hit it should stop sex and resume fighting. Didn't happen. The townsfolk and I kept hammering away and the dragon died before it finished the rape.

 

Not a bug, realisticly, dragons have sex until they die. Hence all the shouting.

Posted

 

So far, so good. I've had plenty of npc npc action and my saves aren't bloating.

 

There was one thing, though. When fighting a dragon in Dragon's Bridge the dragon began the rape of an npc. As I understand it as soon as it's hit it should stop sex and resume fighting. Didn't happen. The townsfolk and I kept hammering away and the dragon died before it finished the rape.

 

Not a bug, realisticly, dragons have sex until they die. Hence all the shouting.

 

 

Yeah dragons are hardcore like that.

Posted

Despite having a clean save, my character is unable to get raped. I'm using the Treshold option, set to the default health options and nothing seems to happen.

 

Edit: Nevermind, after playing with the parameters, I managed to get it to work the way I wanted. Now let's hope it doesn't bloat my game.

Posted

Got the creatures to work (did a mix of reinstalling the bestality animations and reregistering the animations), though I can not trigger the  falmer/drauger 5p gangbang. I can get up to 4 of them to have sex but the 5th one donesn't join in (though I could be having a dumb moment and 5p gangbang is me +4). Though it doesnt randomize how many of them are in the multiple scene it seems to go the highest number of agressors.

Would be  great to have the multiple ganagbangs work with humans.

Posted

Iv only played around with 4.2 on a new character with a few bandits and everything works great except my ''Raped'' debuff refuses to go away. To test i set it to 5 seconds.. and tried getting raped 3 times with some load/save action (toggling god mode soon as rape is finished) so i can just observe the debuff but no luck. The good news is when i hit ''clean'' it does remove it but it would suck to do that every time.  Im wondering if i missed something, do i need to do anything special?

 

 

Posted

 

I found a bug in Defeat > Creature > Npc vs Npc > Threesome Chance, can be set to 0% or 1%

 

Yes, same bug.

 

so... any ETA on the 0 to 1 fix...or is it already up an I just missed it

 

and by the way..thanks for the great mod

Posted

So new here... Been installing mods for like 3 days on Skyrim and they are all fantastic.  I figured what the hell for this one as it could be funny.  I have installed all the recuirements and have downloaded the Defeat files but have no idea what to do after that.  The listed instructions in the readme file are for someone who very much knows what they're doing lol... Just looking for an easy step by step as to what to do, if possible.  Thanx guys, Justified

 

Email me if it's easier

 

Posted

I'm not sure if this have already been mentioned or not. Occasionally (not every time) after being raped I cannot draw a weapon either by mouse or keyboard. This bug occurs even if I load a previous saved game. It takes a closing and a reopening of the game to fix. Not a big deal, just kinda annoying.

Posted

Getting a lot of the following.

 

DefeatNVNFemaleScr.OnHit()  & DefeatNVNFemaleScr.threshold() seem to be bottlenecks

[11/25/2013 - 12:26:20AM] Dumping stack 11664671:
[11/25/2013 - 12:26:20AM] 	Frame count: 3 (Page count: 1)
[11/25/2013 - 12:26:20AM] 	State: Waiting on other stack for return (Freeze state: Freezing)
[11/25/2013 - 12:26:20AM] 	Type: Normal
[11/25/2013 - 12:26:20AM] 	Return register: 10
[11/25/2013 - 12:26:20AM] 	Has stack callback: No
[11/25/2013 - 12:26:20AM] 	Stack trace:
[11/25/2013 - 12:26:20AM] 		<unknown self>.utility.RandomInt() - "<native>" Line ?
[11/25/2013 - 12:26:20AM] 			IP: 0
[11/25/2013 - 12:26:20AM] 			[param1]: 1
[11/25/2013 - 12:26:20AM] 			[param2]: 100
[11/25/2013 - 12:26:20AM] 		[alias female on quest DefeatNPCsQst (A806E968)].DefeatNVNFemaleScr.threshold() - "DefeatNVNFemaleScr.psc" Line 38
[11/25/2013 - 12:26:20AM] 			IP: 311	Instruction: 8	Line: 38
[11/25/2013 - 12:26:20AM] 			[V]: [Actor < (FF00124D)>]
[11/25/2013 - 12:26:20AM] 			[A]: [Actor < (FF001247)>]
[11/25/2013 - 12:26:20AM] 			[::temp12]: [Actor < (FF00124D)>]
[11/25/2013 - 12:26:20AM] 			[::temp13]: 0.806272
[11/25/2013 - 12:26:20AM] 			[::temp14]: True
[11/25/2013 - 12:26:20AM] 			[::temp15]: 80.627182
[11/25/2013 - 12:26:20AM] 			[::temp16]: 0
[11/25/2013 - 12:26:20AM] 			[::temp17]: False
[11/25/2013 - 12:26:20AM] 			[::temp18]: False
[11/25/2013 - 12:26:20AM] 			[NPCHealth]: 80.627182
[11/25/2013 - 12:26:20AM] 		[alias female on quest DefeatNPCsQst (A806E968)].DefeatNVNFemaleScr.OnHit() - "DefeatNVNFemaleScr.psc" Line 15
[11/25/2013 - 12:26:20AM] 			IP: 846	Instruction: 24	Line: 15
[11/25/2013 - 12:26:20AM] 			[akAggressor]: [Actor < (FF001247)>]
[11/25/2013 - 12:26:20AM] 			[akSrc]: [Form < (0002B96B)>]
[11/25/2013 - 12:26:20AM] 			[akProjectile]: [PROJECTILE < (00018123)>]
[11/25/2013 - 12:26:20AM] 			[abPowerAttack]: False
[11/25/2013 - 12:26:20AM] 			[abSneakAttack]: False
[11/25/2013 - 12:26:20AM] 			[abBashAttack]: False
[11/25/2013 - 12:26:20AM] 			[abHitBlocked]: False
[11/25/2013 - 12:26:20AM] 			[::temp0]: [Actor < (FF00124D)>]
[11/25/2013 - 12:26:20AM] 			[::temp1]: [Actor < (FF00124D)>]
[11/25/2013 - 12:26:20AM] 			[::temp2]: True
[11/25/2013 - 12:26:20AM] 			[::temp3]: True
[11/25/2013 - 12:26:20AM] 			[Victim]: [Actor < (FF00124D)>]
[11/25/2013 - 12:26:20AM] 			[Aggressor]: [Actor < (FF001247)>]
[11/25/2013 - 12:26:20AM] 			[::temp4]: True
[11/25/2013 - 12:26:20AM] 			[::temp5]: True
[11/25/2013 - 12:26:20AM] 			[::temp6]: [Keyword <ActorTypeNPC (00013794)>]
[11/25/2013 - 12:26:20AM] 			[::temp7]: False
[11/25/2013 - 12:26:20AM] 			[::temp8]: False
[11/25/2013 - 12:26:20AM] 			[::temp9]: False
[11/25/2013 - 12:26:20AM] 			[::temp10]: False
[11/25/2013 - 12:26:20AM] 			[::NoneVar]: None
[11/25/2013 - 12:26:20AM] 			[::temp11]: 0
Posted

So new here... Been installing mods for like 3 days on Skyrim and they are all fantastic.  I figured what the hell for this one as it could be funny.  I have installed all the recuirements and have downloaded the Defeat files but have no idea what to do after that.  The listed instructions in the readme file are for someone who very much knows what they're doing lol... Just looking for an easy step by step as to what to do, if possible.  Thanx guys, Justified

 

Email me if it's easier

omegaisjust@gmail.com

 

wouldn't share  ur personal email, might get some spam about gay porn or sumthin, ill be nice this time tho lol. and really it just comes down to after downloading the requirements and running the fnis program, after that you just need to make sure you have nude models for male and female then load up skyrim using skse (not the original that takes you to start game, data files, options, exit) and going to the start screen after loading, go to the screen with the save/load options and go to mod... something, that is the mcm menu that allows you to edit settings for the mod, each item has dialogue at the bottom of the screen about the highlighted item, if further assistance is needed, look at the original post's install and information on the options.

 

if ur willing to read u learn a lot just on the mod's description

Posted

So new here... Been installing mods for like 3 days on Skyrim and they are all fantastic.  I figured what the hell for this one as it could be funny.  I have installed all the recuirements and have downloaded the Defeat files but have no idea what to do after that.  The listed instructions in the readme file are for someone who very much knows what they're doing lol... Just looking for an easy step by step as to what to do, if possible.  Thanx guys, Justified

 

Email me if it's easier

omegaisjust@gmail.com

 

In addition to the above post you may find this usefull for starting out How to install Fnis, Sexlab...... and if you get stuck this has some common issues in it FAQ have fun :D

 

Edit: actually this may have been the only link I needed to give you as the other two are on this page SexLab Index also you can see what mods are available and brief discriptions.

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