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Posted (edited)

In my opinion it is the best defeat mod to play as a man. It's simple and allows me leaving women stunned for later while I'm killing men. After that, I'll tie, rape and leave them alive and ready to untie themselves after 5 minutes, something close to what they did with me when I played as a woman using Defeat.

 

This and SexLab Romance is all I need to role a straight and eager spellsword man.

Great work here, sir.

Edited by turkeyNAC
Posted
On 10/19/2024 at 10:22 PM, turkeyNAC said:

In my opinion it is the best defeat mod to play as a man. It's simple and allows me leaving women stunned for later while I'm killing men. After that, I'll tie, rape and leave them alive and ready to untie themselves after 5 minutes, something close to what they did with me when I played as a woman using Defeat.

 

This and SexLab Romance is all I need to role a straight and eager spellsword man.

Great work here, sir.

 

I never got this "stunned" feature to work. Somebody else had the same problem that as PC you would assault the victim as if the 100% assault on hit chance was on. 

This mod worked for me back in some really early version for 1 try, but after that it has never worked correctly. So I've currently uninstalled it.

 

I would like to use it as you do here.

Posted (edited)
14 hours ago, drygg49 said:

 

I never got this "stunned" feature to work. Somebody else had the same problem that as PC you would assault the victim as if the 100% assault on hit chance was on. 

This mod worked for me back in some really early version for 1 try, but after that it has never worked correctly. So I've currently uninstalled it.

 

I would like to use it as you do here.

 

I've been too creative, sorry. Actually the event will happen automatically (assault) if you select the Player to <--> option at a certain percentage of success when your enemy reach a certain health percentage. Once you have reached that point, you can choose to steal, bind, kill or free. You should see how funny it is to see Lydia assaulting a bandit while grabbing him by the neck and lifting him up in weight, it's like wow!, what a scary woman lol

 

@Normalnick would it be possible to add a percentage at which the enemy faints and make it possible to interact with it using the actions menu?, I remember we had something like this in Fallout 4. At a certain percentage, the enemy would surrender (stay in fainted mode) and we had the option to kill him, assault him, rob him, and free him. It would be great to have the same or similar mechanics.

Edited by turkeyNAC
  • 3 weeks later...
Posted (edited)

Could a spell be added to remove invulnerability for an NPC?  My game fails to remove this on occasion if a lot of things happen and I end up with invulnerable npcs that I can do nothing against.  The only recourse is to reload a save before they ended up invulnerable.

 

Alternatively, could a timer be added so if the mod doesn't remove the effect correctly, it should still be removed on it's own after 1 min?

Edited by kamithemoon
  • 2 weeks later...
Posted

I am having an issue where when we get assualted they are stripped and then they reequip their weapons.  So in the sex scene they are holding a big sword or whatever, its kind of jarring to see the sword going through them while they are pounding somebody.  its the victim that reequips their weapon, happens right before the sex starts.

Posted

Is this compatible with SexLab FrameworkPPlus?

 

It seems to work except for the defeat animation that should play before and after the scene. Instead of the defeated animation, the victim just stands idle.

  • 2 weeks later...
Posted
On 12/1/2024 at 8:29 AM, Relevant Halo said:

It seems to work except for the defeat animation that should play before and after the scene. Instead of the defeated animation, the victim just stands idle.

Yes it is, there's an excellent guide by misscorruption here on what you need to run it. I was using the latest discord version the other day and scenes where incredibly smooth the only hiccup I had is my pap log was 1.5mb long with errors about....

 

Spoiler

[12/09/2024 - 06:05:27PM] Error: Actor is none
stack:
    [SexLabThread00 (08061EEF)].sslThreadController.GetActionVelocity() - "<native>" Line ?
    [SexLabThread00 (08061EEF)].sslThreadController.CalcPhysicFactor() - "kyssjdfnoembijtqjw" Line 1689
    [SexLabThread00 (08061EEF)].sslThreadController.GetInteractionFactor() - "kyssjdfnoembijtqjw" Line 1649
    [alias ActorAlias001 on quest SexLabThread00 (08061EEF)].sslActorAlias.UpdateEffectiveEnjoymentCalculations() - "rjzwiyscejemlfcnt" Line 1191
    [alias ActorAlias001 on quest SexLabThread00 (08061EEF)].sslActorAlias.OnUpdate() - "rjzwiyscejemlfcnt" Line ?
[12/09/2024 - 06:05:27PM] Error: Invalid Expression Profile ID
stack:
    <unknown self>.sslBaseExpression.GetValues() - "<native>" Line ?
    <unknown self>.sslBaseExpression.ApplyExpression() - "vipovrfyoptrctiwexqov" Line 29
    [alias ActorAlias000 on quest SexLabThread00 (08061EEF)].sslActorAlias.RefreshExpressionEx() - "rjzwiyscejemlfcnt" Line ?
    [alias ActorAlias000 on quest SexLabThread00 (08061EEF)].sslActorAlias.OnUpdate() - "rjzwiyscejemlfcnt" Line ?

 

So I ended up removing it (2.13.0.0) again... :( 

Posted (edited)
23 hours ago, Relevant Halo said:

Is there a way to avoid the janky transition after the scene ends where the victim stands upright for a second and then moves to the defeated animation?

Hi

 

I never experienced the jankiness you mention it's probably because I replaced it with the stock bleedout effect by changing SIMPJustDefeatedScript.pex ....

 

from (lines 22-35)

 

Spoiler

    Int RandomChance = Utility.RandomInt(1, 6) as Int
    if RandomChance == 1
        debug.SendAnimationEvent(akcaster, "SIMPDefeated1")
    elseif RandomChance == 2
        debug.SendAnimationEvent(akcaster, "SIMPDefeated2")
    elseif RandomChance == 3
        debug.SendAnimationEvent(akcaster, "SIMPDefeated3")
    elseif RandomChance == 4
        debug.SendAnimationEvent(akcaster, "SIMPDefeated4")
    elseif RandomChance == 5
        debug.SendAnimationEvent(akcaster, "SIMPDefeated5")
    else
        debug.SendAnimationEvent(akcaster, "SIMPDefeated6")
    endif

 

to

 

Spoiler

 debug.SendAnimationEvent(akcaster, "bleedoutstart")

 

and Line (70) from

 

Spoiler

Debug.SendAnimationEvent(akcaster, "IdleForceDefaultState")

 

to...

 

Spoiler

Debug.SendAnimationEvent(akcaster, "bleedoutstop")

 

 

 

Bear in mind you'll need to changes this whenever theres a script/mod change unless there's a mcm option to allow for it.

Edited by pinkfluf
Posted
2 hours ago, pinkfluf said:

Hi

 

I never experienced the jankiness you mention it's probably because I replaced it with the stock bleedout effect by changing SIMPJustDefeatedScript.pex

I don't think it's an issue with the animation itself, but the delay between the end of the SL scene and when the defeated animation is played. There's a brief moment where the npc is playing a 'idle' animation in between.

 

It's immersion breaking as one moment they are on the floor, then they immediately stand up, and then lie back down again.

 

I like your suggestion of making use of the bleedout start and stop animations, but that seems like a clever workaround rather than fixing the root case. Is it possible to move straight to the defeated animation immediately after SL scene ends with no delay or transitions?

Posted
1 hour ago, Relevant Halo said:

There's a brief moment where the npc is playing a 'idle' animation in between.

I've never had that happen before, it could be a conflict somewhere or something afoot in your setup.

Posted (edited)
4 hours ago, Relevant Halo said:

I like your suggestion of making use of the bleedout start and stop animations, but that seems like a clever workaround rather than fixing the root case.

I remember the reason why I changed SD's animation with default bleedout...

 

a) the anims didn't sit right with me

b) randomly after defeat followers/npc would go into a permanent basic brawl animation whilst equipping weapon

 

A new game later with new changes I was still getting the bugginess, but after spending 10 mins outside hugging tree in garden ( I need to recharge) I had an idea so I googled and came across this (which explains my experience)...

 

Quote

Sorry for spamming replies. Actually the "IdleForceDefaultState" works nicely, but it has a really bad drawback, when I use it on an enemy they will (after they revocered from the stagger) run around with their weapon in their hand without using the normal combat animations. Do you have any idea on how to fix this? Right now my script looks like this:

Scriptname AAA_BreadnButter_Reset_Anim extends activemagiceffect

Event OnEffectStart(Actor Target, Actor akCaster)

Debug.SendAnimationEvent(Target as ObjectReference,"IdleForceDefaultState")

Debug.SendAnimationEvent(Target as ObjectReference,"TailCombatState")

Debug.SendAnimationEvent(Target as ObjectReference,"TailCombatIdle")

 

EndEvent

 

source (response by our very own SailingRebel Guru!!)

 

At the end of bleedoutstop I added ..

 

Debug.SendAnimationEvent(akcaster, "CombatIdleRoot")
Debug.SendAnimationEvent(akcaster, "IdleCombatStart")

 

Briefly tested in a massive battle with 2 followers and 20 bandits and it seemed to work (early days mind).

 

SD 1.7.2 Bleedout v2.7z

Edited by pinkfluf
remove spaces
  • 3 weeks later...
Posted

After some testing, i think this is the best option for NPC vs Follower defeat mod, is much cleaner and faster than everything else out there. 
I do have some suggestion on the development of the mod, this is what I would do if I know how to code.

Bug fixing:
     some small bug that I experienced when testing the mod
1. The defeat animation fails to play sometime, instel you see the defeated target standing up and doing nothing, I'm using 1.5.9 of skyrim and 1.63 of sexlab.

  Feature suggestion
1. Hot key to mark the npc for defeat, and use bash attack to put them in bleed out stage when they are low enough, and you can open the wheel menu on them, like the defeat mod. This way  you can choose when the assault happens instead of force to when hitting a target within a health threshold,

2. Rescue follower. When the follower are in the post assault stage, they will not get up until they are revied by the player, and they will get dismissed from the follower slot, this feel like it can be achieved by adding one function and being able to set the down time of the follower to infinite. and maybe make the npc able to assault the follower that are in post assault stage after some time.

3. Mod integration. It would be cool to be able to eslvae the defeated npc with wheel menu into Paradise Hall.

 

I see that you have an addon that added a lot of new stuff, but I can't find them anywhere since your Patreon is down.

Posted
6 minutes ago, Sandant69 said:

I see that you have an addon that added a lot of new stuff, but I can't find them anywhere since your Patreon is down.

 

Spoiler

image.png.a88f7fd89b1e2fd69dbb246a153778bf.png

That addon is now available to the public. Kind of an ass move from him not to announce the addon getting released to the public though...

Posted (edited)
Is it possible to add a feature where NPCs kill their enemies after raping them, like in Sexlab Defeat?
Edited by zioklone
Posted (edited)
On 1/4/2025 at 9:38 AM, randommaninzawarudo said:

Has there been any fix to Rieklings unable to defeat NPCs/Player?

Hi

 

Try forwarding the 7 npc riekling records in dragonborn.esm to a separate end of load order patch and then for each record in the patch add creaturefaction to each one. I believe the script is only checking for the creaturefaction. So doing the above is a quick fix.

Edited by pinkfluf
Posted
On 1/5/2025 at 12:03 PM, pinkfluf said:

Hi

 

Try forwarding the 7 npc riekling records in dragonborn.esm to a separate end of load order patch and then for each record in the patch add creaturefaction to each one. I believe the script is only checking for the creaturefaction. So doing the above is a quick fix.

Interesting. I wonder why none of the rieklings or their mounted variants were in the faction. Bethesda being sloppy again I guess. Will try soon.

  • 2 weeks later...
  • 4 weeks later...

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