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Posted

On a completely different note, I've noticed that while victims lie down after having been assaulted, they wear their clothes.

 

The expected behaviour (in my opinion) would be for the victims to be naked while they're incapacitated and to put their clothes back on when they get back on their feet.

 

Would you consider making this the default behavior or enabling an MCM option for that in your next version?

Posted
9 hours ago, jhjg121837 said:

Hello, I use vr, I used your mod today, the effect is all right. The problem is that while the scene is playing, other followers are still attacking, they just don't damage the enemy. I installed sexlab stop combat, but it doesn't work, can you add the function of quitting combat during the scene, looking forward to it


You must install the requeriments, sexlab stop combat is not compatible.
 

 

8 hours ago, Commander_ said:

 

Hey, thanks for going out of your way to investigate this. Here's my Papyrus log file. I'm not sure how to decode this but there's definitely something going wrong here; searching for `SIMPVictimScript` in the log returns this error:

 

[07/21/2023 - 02:38:28PM] WARNING: Property SIMPExcludeActor on script SIMPVictimScript attached to Active effect 13 on  (0001B5F0) cannot be initialized because the script no longer contains that property

 

Hopefully this means something to you and we can locate the source of the issue.

 

Papyrus.0.log 576.59 kB · 1 download


That's a leftover property from version 1.3, but it was removed in version 1.3.1. Do not update to the latest version because the logs will stop working.

I would appreciate it if you could test it in a cell with only the player and one aggressor. You can spawn a bandit with the command "player.placeatme 39cf7" in the console.

Posted

My "Player Action" button (assuming this is manually supposed to trigger a player aggressor scene) is not working on downed enemies. I am playing in VR and making sure I'm close enough and targeting them. The same button works with the other functions of this mod and I made sure the mod is enabled. Do you only have the option to manually assault victims in their defeated state after a scene triggers at random based on the set percentage, or is there a way to manually initiate a player aggressor scene on downed enemies? I would like to not have to rely on random chance every time if that's a feature.

Posted (edited)

First time using a mod from this site. How does the animations in this mod work? Does he get any sexlab animation? Or does it grab animations that I have installed in my game? Is there a way to change animation during the execution of a scene? Like the Osa in which you choose the animation.

 

 

Edit: I have found in sexlab.

Edited by iiiisl
Posted
9 hours ago, Commander_ said:

On a completely different note, I've noticed that while victims lie down after having been assaulted, they wear their clothes.

 

The expected behaviour (in my opinion) would be for the victims to be naked while they're incapacitated and to put their clothes back on when they get back on their feet.

 

Would you consider making this the default behavior or enabling an MCM option for that in your next version?


I'd rather avoid messing with stripping as it conflicts with Sexlab stripping. Instead, I can add an "Undress" function in the Consequence Menu.

 

1 hour ago, haajasparx said:

My "Player Action" button (assuming this is manually supposed to trigger a player aggressor scene) is not working on downed enemies. I am playing in VR and making sure I'm close enough and targeting them. The same button works with the other functions of this mod and I made sure the mod is enabled. Do you only have the option to manually assault victims in their defeated state after a scene triggers at random based on the set percentage, or is there a way to manually initiate a player aggressor scene on downed enemies? I would like to not have to rely on random chance every time if that's a feature.


The "Assault" function of the Consequence Menu doesn't go through random, health, or gender checks.

Posted

a lot better than old defeat and watching mobs sitting in a split pose is kind of funny. as for the animation and AI breaking, I removed Odin its patch and avoided checking glacial prison in Ordinator, so far it's not happened.  looking forward to future updates. 

 

Doubt Glacial Prison's supposed to be affecting dragons anyway.

Posted (edited)

Since the defeated poses are applied using a magic effect, I wonder if it's possible to create DAR conditions for them for gender sorting purposes.  Maybe with something like this?

 

meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\6666660\female

meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\6666660\male

 

HasMagicEffect("SimpleDefeat.esp" | 0X00FA4D)

 

Update: Wellp, all I can say is that these conditions didn't work.

 

Also, for your eventual orgy addon, if there was an option to knockdown NPCs in addition to assaulting them, would that give you an easier basis to hook into defeated opponents to start a scene?  Maybe a wheel menu option or power to mass assault all knocked down or post assault opponents?

Edited by kamithemoon
Posted
17 hours ago, Normalnick said:

I would appreciate it if you could test it in a cell with only the player and one aggressor. You can spawn a bandit with the command "player.placeatme 39cf7" in the console.

 

Sure thing, here it is.

I've released my follower, moved to Breezehome, and spawned a bandit using your command. After having her killed and nothing happened, I spawned another one. Still the same effect.

Papyrus.0.log

Posted

Do you have any specific ideas for your Simple Defeat addons?

 

If you're looking for new ideas, may I suggest something along the lines of this mod? In a nutshell, after having succesfully assaulted an NPC, you can make them your captive/slave.

Posted
4 hours ago, Commander_ said:

 

Sure thing, here it is.

I've released my follower, moved to Breezehome, and spawned a bandit using your command. After having her killed and nothing happened, I spawned another one. Still the same effect.

Papyrus.0.log 428.73 kB · 1 download

 

I'm actually having the exact same issue. The NPC's can assault me, but I can't assault the NPC (even after trying to tweak every setting, disable/enable the mod, disable other mods, etc).

Posted
1 hour ago, johnforst said:

 

I'm actually having the exact same issue. The NPC's can assault me, but I can't assault the NPC (even after trying to tweak every setting, disable/enable the mod, disable other mods, etc).

 

In my case, anything that involves the player doesn't work (assault an NPC or being assaulted by an NPC). But NPC against NPC works normally.

 

Interesting that you have the same issue. Do you have a long mod list? Maybe we compare our mod lists and check the mods we have in common?

Posted
18 minutos atrás, Comandante_ disse:

 

No meu caso, qualquer coisa que envolva o jogador não funciona (atacar um NPC ou ser agredido por um NPC). Mas NPC contra NPC funciona normalmente.

 

Interessante que você tenha o mesmo problema. Você tem uma longa lista de mods? Talvez possamos comparar nossas listas de mods e verificar os mods que temos em comum?

For me it's working. My config:
Version: 1.3.1
Order: After SexLabFrameworkSE_v163
Life = 30%
% chance to get: 100%
Character Gender: male

No followers with me.

 

Usage: Press G, Check if activated message appears. Knock the ncp down to low health. Press E. Starts the scene. There may be a delay to start the scene (1 or 2s), but it could be my pc.

Posted
2 hours ago, Commander_ said:

 

In my case, anything that involves the player doesn't work (assault an NPC or being assaulted by an NPC). But NPC against NPC works normally.

 

Interesting that you have the same issue. Do you have a long mod list? Maybe we compare our mod lists and check the mods we have in common?

 

Being assaulted works sometimes, it's a little inconsistent. As for my mod list, it's changing every hour or so, but I'll post it here.

The current mod list has combined FNIS and Nemesis, before I just used FNIS

 

modList.txt

Posted
15 hours ago, kamithemoon said:

Since the defeated poses are applied using a magic effect, I wonder if it's possible to create DAR conditions for them for gender sorting purposes.  Maybe with something like this?

 

meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\6666660\female

meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\6666660\male

 

HasMagicEffect("SimpleDefeat.esp" | 0X00FA4D)

 

Update: Wellp, all I can say is that these conditions didn't work.


DAR and OAR can only replace vanilla animations afaik.

 

9 hours ago, Commander_ said:

 

Sure thing, here it is.

I've released my follower, moved to Breezehome, and spawned a bandit using your command. After having her killed and nothing happened, I spawned another one. Still the same effect.


From what I could gather, it seems that the player is not being recognized as PlayerRef, which is a fundamental function in Skyrim to detect the player. However, I highly doubt that's the issue. Another possible reason could be that the Health check is not working for the player.
Please test this script in the same scenario. I've added a debug trace in every step to check exactly when the script stops.

SIMPGenderFilterScript.pex

Posted
14 hours ago, johnforst said:

 

Being assaulted works sometimes, it's a little inconsistent. As for my mod list, it's changing every hour or so, but I'll post it here.

The current mod list has combined FNIS and Nemesis, before I just used FNIS

 

modList.txt 4.22 kB · 0 downloads

 

I can confrim that sometimes being assaulted by an NPC works but I haven't managed to successfully assault another NPC yet.

 

13 hours ago, Normalnick said:


DAR and OAR can only replace vanilla animations afaik.

 


From what I could gather, it seems that the player is not being recognized as PlayerRef, which is a fundamental function in Skyrim to detect the player. However, I highly doubt that's the issue. Another possible reason could be that the Health check is not working for the player.
Please test this script in the same scenario. I've added a debug trace in every step to check exactly when the script stops.

SIMPGenderFilterScript.pex 7.85 kB · 1 download

 

Here's the new log. As @johnforst mentions above, I managed to get assaulted by the bandit NPC this time. But not to assault the NPC myself.

Papyrus.0.log

Posted
8 hours ago, Commander_ said:

 

I can confrim that sometimes being assaulted by an NPC works but I haven't managed to successfully assault another NPC yet.

 

 

Here's the new log. As @johnforst mentions above, I managed to get assaulted by the bandit NPC this time. But not to assault the NPC myself.

Papyrus.0.log 507.11 kB · 2 downloads


According to the log, the female bandit is not valid as aggressor. For females to be valid, they must meet these four requirements:
 

1.Be of the vanilla female gender.
2.Not be the player.
3.Not be in the "SexlabGenderFaction" faction.
4.Have the "Female On Player" option enabled in the MCM.

These requirements are straightforward as they align with vanilla defaults. However, there might be mods that automatically add females to the SexlabGenderFaction, which would flag them as futa. To test, enable all the Player victim options and observe if the player is consistently assaulted, taking into account the immunity time.

Posted (edited)
On 7/21/2023 at 6:54 PM, Normalnick said:

The "Assault" function of the Consequence Menu doesn't go through random, health, or gender checks.

 

Right, but my issue is that the consequence menu doesn't appear unless the victim is in "Defeated" state which is only activated after they are already assaulted. I was hoping for an option where I can begin a player aggressor scene when an enemy is in "Downed" state rather than relying on the global percentage chance. Since my first player aggressor scene auto-triggered when an enemy reached the health threshold, I'm assuming those factors apply to everyone - player, followers, and NPCs. So I guess I'm asking if there is a way to manually begin a player aggressor scene or if I can only do so from the consequence menu after a scene has already taken place.

 

Edit: With the 1.31 update, enemies don't even enter a post-assault defeated state even with the same settings I had before. I was getting attacked during a scene but the fallback spell soon fixed that. I guess the player aggressor button is a toggle option rather than an activation key for scenes. Interesting choice...

Edited by haajasparx
Posted

I see the section in the description about not working with "Patches"

 

I haven't been able to get this to trigger even at 100%

 

I'm assuming "SLAS" is my culprit.

 

Anyone here using this with the aforementioned mod?

Posted
19 hours ago, Randycosmos said:

I see the section in the description about not working with "Patches"

 

I haven't been able to get this to trigger even at 100%

 

I'm assuming "SLAS" is my culprit.

 

Anyone here using this with the aforementioned mod?


 I highly doubt that the mod causes Simple Defeat to not work at all. Ensure that you have installed the requeriments.
 

Posted (edited)

 

Oke.... I gave a chance for this.... It was fast and....... totally un-immersive, don't want be a rude but this one is a worst defeat mode what I've ever tried. Sorry. I think your idea a dead end.

 

First of all without "setessential 7 1" command PC died every time when faced some enemy (actually 6-7 enemies), with this command defeat scene activated but it looks very bad, everybody else trying to kill the air around PC character who just then has some SL scene. (U r mentioned some similar problem) and first time they stopped but it seems blocking the spectator crowds mode some way. (not always - maybe your ghost effect was it) When PC stand up and defeated again the enemies never stop the "slashing and punching the air" while second SL scene run, and then third time..... just defeat - stand up scene run endless without SL scene.

 

I delete any defeat mode and made a save clean for this, it wasn't worth it one a bit. It isn't alpha release, IT IS NOTHING. Why are u upload this? Sorry for my harsh words, but this one is totally pissed of me.

 

I wish u lot of perseverance for your work, I know not to easy make a working mode and I hope u'll be successful in the end but I think I won't be interested in that anymore.

 

Good Luck

Edited by palracz
Posted
23 minutes ago, palracz said:

 

Oke.... I gave a chance for this.... It was fast and....... totally un-immersive, don't want be a rude but this one is a worst defeat mode what I've ever tried. Sorry. I think your idea a dead end.

 

First of all without "setessential 7 1" command PC died every time when faced some enemy (actually 6-7 enemies), with this command defeat scene activated but it looks very bad, everybody else trying to kill the air around PC character who just then has some SL scene. (U r mentioned some similar problem) and first time they stopped but it seems blocking the spectator crowds mode some way. (not always - maybe your ghost effect was it) When PC stand up and defeated again the enemies never stop the "slashing and punching the air" while second SL scene run, and then third time..... just defeat - stand up scene run endless without SL scene.

 

I delete any defeat mode and made a save clean for this, it wasn't worth it one a bit. It isn't alpha release, IT IS NOTHING. Why are u upload this? Sorry for my harsh words, but this one is totally pissed of me.

 

I wish u lot of perseverance for your work, I know not to easy make a working mode and I hope u'll be successful in the end but I think I won't be interested in that anymore.

 

Good Luck

It ain't that deep bro, you don't have to use the mod

Posted
3 hours ago, palracz said:

 

Oke.... I gave a chance for this.... It was fast and....... totally un-immersive, don't want be a rude but this one is a worst defeat mode what I've ever tried. Sorry. I think your idea a dead end.

 

First of all without "setessential 7 1" command PC died every time when faced some enemy (actually 6-7 enemies), with this command defeat scene activated but it looks very bad, everybody else trying to kill the air around PC character who just then has some SL scene. (U r mentioned some similar problem) and first time they stopped but it seems blocking the spectator crowds mode some way. (not always - maybe your ghost effect was it) When PC stand up and defeated again the enemies never stop the "slashing and punching the air" while second SL scene run, and then third time..... just defeat - stand up scene run endless without SL scene.

 

I delete any defeat mode and made a save clean for this, it wasn't worth it one a bit. It isn't alpha release, IT IS NOTHING. Why are u upload this? Sorry for my harsh words, but this one is totally pissed of me.

 

I wish u lot of perseverance for your work, I know not to easy make a working mode and I hope u'll be successful in the end but I think I won't be interested in that anymore.

 

Good Luck

 

i've assaulted golden saint npc's right in the middle of a fight with the others still alive, these bandits aint weaklings even low level ranges and never died, sometimes one keeps swinging after the assault starts but he stops and walks off like all the rest of the npc's, if your character is getting killed then you have another mod over riding this mod

Posted

Hi, big fan of your mod here, I have been modding Skyrim for years and to date I've yet to find a stable, consistent defeat mod that worked with all my other mods (though to be fair that is likely due to my own ineptitude to troubleshoot moreso than any shortcomings of the modders/mods) but this one so far has been working without a hitch. I know you specified you won't be adding new features and i'm not sure if this is considered a feature per se, and what limited knowledge I have of modding tells me it'd likely be very difficult to implement, but is there any chance of implementing a countdown feature before the assault is decided? It could be something as simple as a very short countdown during which the scene might be interrupted, example being PC having seconds to rush to a follower's aid to try to stop them from being .. well.. assaulted. 

 

This is just a question and certainly not a recommendation as I am pretty sure this is a niche feature that not many people would care about. Either way, I'm grateful for your work and for this mod which finally made combat defeat a feasible thing for me. Thank you!

Posted
21 hours ago, palracz said:

 

Oke.... I gave a chance for this.... It was fast and....... totally un-immersive, don't want be a rude but this one is a worst defeat mode what I've ever tried. Sorry. I think your idea a dead end.

 

First of all without "setessential 7 1" command PC died every time when faced some enemy (actually 6-7 enemies), with this command defeat scene activated but it looks very bad, everybody else trying to kill the air around PC character who just then has some SL scene. (U r mentioned some similar problem) and first time they stopped but it seems blocking the spectator crowds mode some way. (not always - maybe your ghost effect was it) When PC stand up and defeated again the enemies never stop the "slashing and punching the air" while second SL scene run, and then third time..... just defeat - stand up scene run endless without SL scene.

 

I delete any defeat mode and made a save clean for this, it wasn't worth it one a bit. It isn't alpha release, IT IS NOTHING. Why are u upload this? Sorry for my harsh words, but this one is totally pissed of me.

 

I wish u lot of perseverance for your work, I know not to easy make a working mode and I hope u'll be successful in the end but I think I won't be interested in that anymore.

 

Good Luck


I'm going to comment on this using your prose: Your feedback is less than rubbish, IT IS NOTHING. Why did you upload this? Sorry for my harsh words but your comment totally pissed me off.

 

Take your toxic attitude somewhere else, you're not welcome here.

Posted
15 hours ago, The NTRtainer said:

[...] is there any chance of implementing a countdown feature before the assault is decided? It could be something as simple as a very short countdown during which the scene might be interrupted, example being PC having seconds to rush to a follower's aid to try to stop them from being .. well.. assaulted. 

 

This is just a question and certainly not a recommendation as I am pretty sure this is a niche feature that not many people would care about. Either way, I'm grateful for your work and for this mod which finally made combat defeat a feasible thing for me. Thank you!

 

I really like this idea! It can create some very interesting RP moments. Maybe once an opponent attacks a follower you receive a message that says "[Opponent] is attempting to assault [Follower]". Then you have 15 seconds to either a) intervene by attacking that particular opponent, or b) the follower manages to kill the opponent. If neither thing happens, then the assault begins.

 

Even if @Normalnick doesn't implement this because it violates his "keep it simple" principle, it's a great idea for an addon!

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