CGi Posted November 24, 2013 Posted November 24, 2013 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.
Ashra XIII Posted November 24, 2013 Posted November 24, 2013 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.' 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.
germanicus Posted November 24, 2013 Posted November 24, 2013 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.
hryh23k9823u Posted November 24, 2013 Posted November 24, 2013 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.' 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
Selenia Posted November 24, 2013 Posted November 24, 2013 look this.... More annimations from creatures http://brainsperm.blog.fc2.com/blog-entry-131.html#more
deadmetal Posted November 24, 2013 Posted November 24, 2013 is there any english options yet for v4.2?
norman Posted November 24, 2013 Posted November 24, 2013 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
DeepBlueFrog Posted November 24, 2013 Posted November 24, 2013 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
tarl7 Posted November 24, 2013 Posted November 24, 2013 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.
Ashra XIII Posted November 24, 2013 Posted November 24, 2013 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.' 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 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.
josenightbreed Posted November 24, 2013 Posted November 24, 2013 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 . On the run-time of Skyrim’s Papyrus ScriptsFor Skyrim mod users and mod authorsBy Borgut1337Skyrim uses a new scripting language called Papyrus. One important difference betweenPapyrus and the scripting language used in Oblivion and Fallout 3, is related to the run-timeof mods. In this text I’ll try to explain to both mod users and mod authors what theconsequences of this change are, why they should keep it in mind and what they can do aboutthe 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 detailin order to make sure everyone will be able to follow it. After that a section specific for modauthors 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 theseissues and therefore that will also be where I’ll pick my examples from. Also, please note thateven though all the information presented here is based on experience and information fromthe 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 CreationKit wiki: http://www.creationkit.com/Differences_from_Previous_ScriptingPerformanceThere 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 downthe framerate of the game. In the new language, each script gets an allotted amount ofprocessing time. After it uses up that processing time, the script will pause until it'sallowed to have more processing time. This processing time is measured by functioncalls and logic done by the scripting language. You're much more likely to bog downall the scripts in the game then the game's actual framerate with a poorly-written script.TimingWith the new language being fully multithreaded, timing is not quite as reliable as itwas with the previous system. Previously, a script could say "I want to do thisimmediately," and the governing system would have no choice but to agree. A script inthe new language can say "I want to do this immediately," and the script manager willessentially tell the script to take a ticket and wait in line. Telling a script to wait for 0.5seconds really means that the script will wait for 0.5 seconds plus the time it takes forthe script to get its number called. This amount of time is usually quite small, but itcould 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 acertain amount of your CPU’s processing time to it, and if that is not enough to finish runningthe entire script, it will pause for a little while.What the second part basically means, is that scripts will some times not start runningimmediately and you might notice a short delay between when a script is supposed to startrunning and when it actually does.The consequencesIn various versions of my mod, I have noticed 2 different issues coming up which were adirect 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 notso much a consequence as it is exactly the change itself. For most mods, thisshouldn’t be too much of an issue, because this delay is often a matter of fractionsof a second. However, for combat mods, where precise timing is often required, itCAN be an issue.2. Snowballing script delays: Now this is the big, bad issue which can also reallyharm mods which don’t require precise timing, but which luckily doesn’t show upas often as normal script delays. What happens is that when a script which needs tobe called repeatedly (at certain intervals, for example) is not assigned enoughprocessing time during the first instance of running to complete running before thesecond interval is over. When this happens, two versions of the script which weresupposed to follow each other are actually running simultaneously. Now becausethere are more scripts running, chances are that each script gets even lessprocessing time assigned. Keep this going for half an hour and you might havemultiples of ten of the same script running at the same time, which will eventuallyslow down every single script in the game.Personally I’ve had script delaysshowing up in multiple versions of my mod. The symptomalways was that enemies would get staggered a noticeable amount of time after getting hit (afeature of the mod is that enemies get staggered after being hit). This kind of issue is veryhard to avoid, but luckily doesn’t hurt too many mods. Only those mods which require veryprecise timing will get hurt by this.I’ve seen the snowballing script delay issue only once myself. The reported issue was thatalmost all scriptsin the game were negatively affected. The Alteration spell to transmuteiron/silver into gold would only actually transmute items a minute after being cast, and WordWalls would refuse to teach their shouts to the player. Obviously these scripts were notchanged 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, wecan 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 thefirst step should always be to notify the mod authors of the mods you are using whenyou see one of these issues showing up. Of course, you should take a quick glanceover 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. Asimilar section to this about what mod authors can do is included, so that might helpthem out fixing the issues.2. Take your CPU into consideration. It might sound harsh, but some time you mighthave to make the tough decision to choose between mods instead of being able to runthem all. Naturally you should first check if the mod authors can improve their scriptsfirst, but there is only so much a mod author can do. In the end, a large amount of fullyoptimized scripts might still be too much. When you reach this point depends on howpowerful your PC is. This is to having to decide between a number of textureimproving mods, where your GPU would be the deciding factor.3. When deactivating a mod, fully uninstall it. Skyrim’s new way of handling scriptshas the side-effect that scripts are saved in your saved game. If you disable a mod bydeactivating it’s .esp file(s), any scripts it had running will keep running. Now it ispossible that they don’t do anything if they need data defined in the .esp file, and thenyou might not notice them still being active, but even then they will still eat processingpower. In some cases they will also actually keep (partially) working, in which caseyou will definitely want them to stop that. If you do a full uninstall (which meansremoving 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 runthem.4. EXPERIMENTAL: .ini tweaks. Find Skyrim.ini in C:\My Documents\MyGames\Skyrim\. Under the [Papyrus] section, you can add certain settings which areexplained here: http://www.creationkit.com/INI_Settings_%28Papyrus%29 . The following settings seem to be related to these issues and might be able to helpthem, but I did not personally test them and cannot guarantuee whether they’ll help orwhat the effects will be of changing them:- fUpdateBudgetMS- fExtraTaskletBudgetMD- fPostLoadUpdateTimeMS- iMinMemoryPageSize- iMaxMemoryPageSize- iMaxAllocatedMemoryBytesWhat 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 morescripts. And even if you have a very small script of a few lines, if it can be optimized itmight help other mods which have bigger scripts. A few tips on how to actuallyoptimize a script are in the last section.2. Use RegisterForSingleUpdate(). In my mod, I use a quest with a constantly runningscript. The script needs to run at regular intervals, but the timing does not need to bevery precise, as long as it is regular. Initially I had a script like this:;INITIALIZATION QUEST STAGERegisterForUpdate(2)Event OnUpdate()DoStuff()EndEventOne of my mod’s users reported having the snowballing script delay issue. This issuewas fixed by changing the above script to the following:;INITIALIZATION QUEST STAGERegisterForSingleUpdate(2) ;now the OnUpdate() event will only run onceEvent OnUpdate()DoStuff()RegisterForSingleUpdate(2)EndEventWith this change, each OnUpdate() event takes a tiny little bit longer to execute, but itwill ensure that OnUpdate() events will never stack. This was possible because in mycase I did not need the events to be precisely timed, I just needed them to occurregularly.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 themto this document, and then especially the above section with tips on what your userscan do.Script optimization tips1. Don’t use the same accessor function multiple times in the same event or function. Anaccessor function is a ‘’getter’’. An example is if you’re in an activeMagicEffect script andyou need to do multiple things with the Actor which is affected by the magic effect. Instead ofdoing the following:;EXAMPLE SCRIPT OF WHAT NOT TO DOEvent SomeEvent()GetTargetActor().AddItem(coolItem, 1)GetTargetActor().AddSpell(coolSpell)GetTargetActor().Kill()GetTargetActor().Resurrect()EndEventyou should do the following:;EXAMPLE SCRIPT OF WHAT YOU SHOULD DOEvent SomeEvent()Actor selfActor = GetTargetActor()selfActor.AddItem(coolItem, 1)selfActor.AddSpell(coolSpell)selfActor.Kill()selfActor.Resurrect()EndEventHowever, make sure you don’t end up on the other extreme, where you save a reference in avariable unnecessarily. The above trick is ONLY more efficient if you need to use thereference 2 or more times. If you need to use him exactly one time (in the example this wouldbe 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 certaincondition 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. Soinstead of doing this:;EXAMPLE OF WHAT NOT TO DOEvent SomeEvent()bool keepRunning=true ;keep running unless one of 2 conditions is trueIf(someCondition()) ;condition 1keepRunning=falseElseIf(someOtherCondition()) ;condition 2keepRunning=falseEndIfIf(!keepRunning) ;neither condition trueDoStuff()EndIfEndEventYou should do this:;EXAMPLE OF WHAT YOU SHOULD DOEvent SomeEvent()If(someCondition())returnElseIf(someOtherCondition())returnEndIfDoStuff()EndEventOf course, you should be careful with this. If after the DoStuff() call there is also somethingelse 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 ina script, and there are some variables/references which you only need in one of thoseEvents/Functions and not in more than one of them, you should define them inside that Eventor Function, instead of defining them outside of them.So instead of doing this:;EXAMPLE OF WHAT NOT TO DOint onHitVariable ;variable used in OnHit eventint onDeathVariable ;variable used in OnDeath eventint bothEventsVariable ;variable used in both eventsEvent OnHit()DoStuffWith(onHitVariable)DoStuffWith(bothEventsVariable)EndEventEvent OnDeath()DoStuffWith(onDeathVariable)DoStuffWith(bothEventsVariable)EndEventYou should do this:;EXAMPLE OF WHAT YOU SHOULD DOint bothEventsVariable ;variable used in both eventsEvent OnHit()int onHitVariable ;variable used in OnHit eventDoStuffWith(onHitVariable)DoStuffWith(bothEventsVariable)EndEventEvent OnDeath()int onDeathVariable ;variable used in OnDeath eventDoStuffWith(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. This is my skyrim.ini as of now [General]sLanguage=ENGLISHfdefaultfov=85fDefault1stPersonFOV=85fDefaultWorldFOV=85iNumHWThreads=6iHWThread6=5iHWThread5=5iHWThread4=5iHWThread3=4iHWThread2=4iHWThread1=4iAIThread2HWThread=3iAIThread1HWThread=2iRenderingThread2HWThread=1iRenderingThread1HWThread=0uExterior Cell Buffer=36bUseThreadedTempEffects=1bUseThreadedParticleSystem=1bMultiThreadMovement=1bUseThreadedMorpher=1uGridsToLoad=3fFlickeringLightDistance=8192sLocalSavePath=saves\[Display]sD3DDevice="ATI Radeon HD 4300/4500 Series"fShadowLODMaxStartFade=1000.0fSpecularLODMaxStartFade=2000.0fLightLODMaxStartFade=3500.0iShadowMapResolutionPrimary=256bAllowScreenshot=1fDecalLifetime=256.000fSunUpdateThreshold=1[backgroundLoad]bBackgroundLoadLipFiles=1bLoadBackgroundFaceGen=1bUseMultiThreadedFaceGen=1bBackgroundCellLoads=1bLoadHelmetsInBackground=1bUseMultiThreadedTrees=1bUseBackgroundFileLoader=1[Animation]bMultiThreadBoneUpdate=1[HAVOK]iNumThreads=4[Decals]bDecalMultithreaded=1[Audio]fMusicDuckingSeconds=6.0fMusicUnDuckingSeconds=8.0fMenuModeFadeOutTime=3.0fMenuModeFadeInTime=1.0[Combat]fMagnetismStrafeHeadingMult=0.0fMagnetismLookingMult=0.0[Archive]sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsasResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa[Grass]b30GrassVS=1bAllowCreateGrass=1bAllowLoadGrass=0iMinGrassSize=100[Papyrus]fUpdateBudgetMS=800fExtraTaskletBudgetMS=800fPostLoadUpdateTimeMS=750.0iMinMemoryPageSize=256iMaxMemoryPageSize=512iMaxAllocatedMemoryBytes=153600bEnableLogging=1bEnableTrace=1bLoadDebugInformation=1[Water]bReflectLODObjects=0bReflectLODLand=0bReflectSky=1bReflectLODTrees=0 And my SkyrimPrefs.ini [General]fBrightLightColorB=1.0000fBrightLightColorG=1.0000fBrightLightColorR=1.0000iStoryManagerLoggingEvent=-1bEnableStoryManagerLogging=0bUseThreadedParticleSystem=1bUseThreadedTextures=1bUseThreadedBlood=1bUseThreadedMeshes=1bUseThreadedMorpher=1bUseThreadedLOD=1bUseThreadedTempEffects=1bUseThreadedAI=1[Display]iTexMipMapSkip=0bFXAAEnabled=0fMeshLODLevel2FadeDist=5555555.5000fMeshLODLevel1FadeDist=7407407.5000fSpecularLODStartFade=650.0000fLightLODStartFade=1355.0000fTreesMidLODSwitchDist=0.0005iShadowMapResolution=256fShadowBiasScale=0.5000iShadowMaskQuarter=4iBlurDeferredShadowMask=1fShadowDistance=0.0000iMaxDecalsPerFrame=100iMaxSkinDecalsPerFrame=25iAdapter=0iSize W=1280iSize H=720iMultiSample=1iMaxAnisotropy=0iPresentInterval=1bFull Screen=1fInteriorShadowDistance=0.0000bFloatPointRenderTarget=1fLeafAnimDampenDistEnd=4600.0000fLeafAnimDampenDistStart=3600.0000fGamma=1.0800iShadowFilter=1bShadowsOnGrass=0fDecalLOD2=1125.0000fDecalLOD1=750.0000fShadowLODStartFade=0.0000iTexMipMapMinimum=0bTransparencyMultisampling=0iWaterMultiSamples=0bDeferredShadows=1iShadowMode=3bTreesReceiveShadows=0bDrawLandShadows=0bDrawShadows=0fMeshLODFadePercentDefault=1.2000fMeshLODFadeBoundDefault=256.0000fMeshLODLevel2FadeTreeDistance=0.0008fMeshLODLevel1FadeTreeDistance=0.0010iScreenShotIndex=15bShadowMaskZPrepass=0bMainZPrepass=0iShadowMapResolutionPrimary=256iShadowMapResolutionSecondary=128sD3DDevice="ATI Radeon HD 4300/4500 Series"[imagespace]iRadialBlurLevel=2bDoDepthOfField=0bDoRadialBlur=0[LOD]fLODFadeOutMultActors=11.7500fLODFadeOutMultItems=3.8000fLODFadeOutMultObjects=3.8000fLODFadeOutMultSkyCell=1.0000[Grass]fGrassStartFadeDistance=400.0000b30GrassVS=1fGrassMaxStartFadeDistance=7000.0000fGrassMinStartFadeDistance=400.0000bGrassPointLighting=0bDrawShaderGrass=0[Decals]bDecals=1bSkinnedDecals=1uMaxDecals=255uMaxSkinDecals=150uMaxSkinDecalsPerActor=60bDecalMultithreaded=1bDecalsOnSkinnedGeometry=1[TerrainManager]fTreeLoadDistance=75000.0000fBlockMaximumDistance=250000.0000fBlockLevel1Distance=70000.0000fBlockLevel0Distance=35000.0000fSplitDistanceMult=1.5000bShowLODInEditor=0[blurShaderHDR]bDoHighDynamicRange=1[blurShader]bUseBlurShader=0[Launcher]bShowAllResolutions=1uLastAspectRatio=4[Water]iWaterReflectHeight=1024iWaterReflectWidth=1024bUseWaterDisplacements=1bUseWaterRefractions=1bUseWaterReflections=0bUseWaterDepth=1bAutoWaterSilhouetteReflections=0bUseWaterShader=1[MAIN]fSkyCellRefFadeDistance=150000.0000bGamepadEnable=0bCrosshairEnabled=1fHUDOpacity=1.0000bSaveOnPause=1bSaveOnTravel=1bSaveOnWait=1bSaveOnRest=1[interface]fMouseCursorSpeed=1.0000bDialogueSubtitles=1bGeneralSubtitles=1bShowCompass=1[GamePlay]bShowFloatingQuestMarkers=1bShowQuestMarkers=1iDifficulty=0[Controls]bUseKinect=0fMouseHeadingSensitivity=0.0320fGamepadHeadingSensitivity=1.9000bAlwaysRunByDefault=1bInvertYValues=0bGamePadRumble=1bMouseAcceleration=0[Particles]iMaxDesired=500[saveGame]fAutosaveEveryXMins=5.0000[AudioMenu]fAudioMasterVolume=1.0000fVal7=1.0000uID7=0fVal6=1.0000uID6=0fVal5=1.0000uID5=0fVal4=1.0000uID4=0fVal3=0.0000uID3=466532fVal2=1.0000uID2=554685fVal1=0.6000uID1=1007612fVal0=0.6000uID0=94881[Clouds]fCloudLevel2Distance=262144.0000fCloudLevel1Distance=32768.0000fCloudLevel0Distance=16384.0000fCloudNearFadeDistance=9000.0000[Trees]bRenderSkinnedTrees=1uiMaxSkinnedTreesToRender=40bUseMultiThreadedTrees=1bShadowMaskZPrePass=1bEnableTreeAnimations=0[backgroundLoad]bBackgroundLoadLipFiles=1bLoadBackgroundFaceGen=1bUseMultiThreadedFaceGen=1bBackgroundCellLoads=1bLoadHelmetsInBackground=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. I hope this info helps in anyway. PS: i just downloaded defeat 4.2 and i'm going to take it for a spin
Pinute Posted November 24, 2013 Posted November 24, 2013 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.
norman Posted November 25, 2013 Posted November 25, 2013 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.
D7Rock88 Posted November 25, 2013 Posted November 25, 2013 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.
rance Posted November 25, 2013 Posted November 25, 2013 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.
namkcor Posted November 25, 2013 Posted November 25, 2013 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.
kralgar1 Posted November 25, 2013 Posted November 25, 2013 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?
smoke1967 Posted November 25, 2013 Posted November 25, 2013 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
Justified72 Posted November 25, 2013 Posted November 25, 2013 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
Illuminati Posted November 25, 2013 Posted November 25, 2013 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.
jbezorg Posted November 25, 2013 Posted November 25, 2013 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
ash51892 Posted November 25, 2013 Posted November 25, 2013 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
shane4244 Posted November 25, 2013 Posted November 25, 2013 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 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.
saladboy21 Posted November 25, 2013 Posted November 25, 2013 I am no good at modding whatsoever but using NMM and following the instuctions Shane linked I could get everything to work. If I can you can.
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