dkatryl Posted June 1 Author Posted June 1 (edited) I use MO2, and didn't experience that. In fact, the last thing I did before posting was remove the mod entirely, and then install it via the FOMOD, then load my last save to make sure it worked without any hiccups. What mod organizer are you using? Edited June 1 by dkatryl 1
walok Posted June 2 Posted June 2 My Mod installer stops the install for the newest version and show a message like this The element "config" has an invalid secondary element "includeDependencies". Expected was a list of possible Elements: "RequiredInstallFiles, installSteps, conditionalFileInstalls".
panda9292 Posted June 2 Posted June 2 20 hours ago, dkatryl said: i use vortex. it's a strange problem. this is the first time i've seen this messanges. :( Btw i really like your mod. in special the dialog system.
foreveraloneguy Posted June 2 Posted June 2 22 hours ago, dkatryl said: I use MO2, and didn't experience that. In fact, the last thing I did before posting was remove the mod entirely, and then install it via the FOMOD, then load my last save to make sure it worked without any hiccups. What mod organizer are you using? If you built the fomod in MO2 it's incompatible with Vortex, though fomods built for Vortex will work with MO2.
dkatryl Posted June 2 Author Posted June 2 (edited) Try this while I look into things. (Ignore version numbering, it is the exact same version of the mod) [Removed since it didn't seem to help.] Edited June 4 by dkatryl
panda9292 Posted June 2 Posted June 2 same problem but i'll try the mod later, ignoring this messanges. (i'll make a backup first) thanks
dkatryl Posted June 2 Author Posted June 2 (edited) Hrm, then I will look into it. I will post two non-FOMOD versions in a moment for non-MO2 users, one for OG SL and one for SLP+, while I look into what the issue is. [Edit] Posted. It's at the bottom of the list: Edited June 2 by dkatryl 1
chuckdm Posted June 2 Posted June 2 (edited) I haven't used Submit in years but I am so happy to see you're back, it was always my favorite defeat mod! One question: is there a MCM option to disable gear/gold theft on player surrender? I vaguely recall that used to be a thing but I may be misremembering. EDIT: Nevermind, re-read the description for a third time and I see it. I can live without my gold I guess. Edited June 3 by chuckdm
dkatryl Posted June 3 Author Posted June 3 1 hour ago, chuckdm said: I haven't used Submit in years but I am so happy to see you're back, it was always my favorite defeat mod! One question: is there a MCM option to disable gear/gold theft on player surrender? I vaguely recall that used to be a thing but I may be misremembering. EDIT: Nevermind, re-read the description for a third time and I see it. I can live without my gold I guess. Other than its ability to purchase things, gold is useless! 😁
dkatryl Posted June 3 Author Posted June 3 Reposted to the main page with a modified FOMOD .xml. Again, works perfectly fine with MO2. If you're a Vortex user, please give it a try and let me know if it succeeds.
vjnmrf Posted June 3 Posted June 3 On 5/20/2026 at 11:49 PM, dkatryl said: As for the "Player as the Victim" content, I only added it due to popular request way back then. It's serviceable enough (The player gets raped, robbed, and then tied up, and has to escape before it happens again, as well as at least your first follower), but by no means is it robust enough to incorporate the various Slavery mods and such out there that focus on that. Sounds like at least one of the versions of Defeat already handles that, so there's no reason for me to reinvent the wheel on a part that doesn't really interest me. And yet, your mod is the only one that handles the "death alternative" more or less properly. That is, rape and subsequent escape. The aforementioned Defeat (like Simple Defeat) handles this very poorly – attempting to escape results in a new attack and the character's death. 1
dkatryl Posted June 3 Author Posted June 3 (edited) 9 hours ago, vjnmrf said: And yet, your mod is the only one that handles the "death alternative" more or less properly. That is, rape and subsequent escape. The aforementioned Defeat (like Simple Defeat) handles this very poorly – attempting to escape results in a new attack and the character's death. Well, that's good to hear, at the very least. (Just to be clear, attempting to escape *may* result in a new round of abuse on the player, but that just means, Oopsie! you need to try again! lol) Edited June 3 by dkatryl
DonQuiWho Posted June 3 Posted June 3 9 hours ago, vjnmrf said: And yet, your mod is the only one that handles the "death alternative" more or less properly. That is, rape and subsequent escape. The aforementioned Defeat (like Simple Defeat) handles this very poorly – attempting to escape results in a new attack and the character's death. Really? No offence intended at all to @dkatryl, whosew mod here is really nice - always has been - but have you tried the update of Goubo's original version by @Bane Master? It doesn't sound like you have .... DQW
vjnmrf Posted June 3 Posted June 3 50 minutes ago, dkatryl said: (Just to be clear, attempting to escape *may* result in a new round of abuse on the player, but that just means, Oopsie! you need to try again! lol) This doesn't raise any questions – the main thing is that you can still escape successfully (I've run a couple dozen tests). "It just works" (you know who said it).
vjnmrf Posted June 3 Posted June 3 39 minutes ago, DonQuiWho said: Really? No offence intended at all to @dkatryl, whosew mod here is really nice - always has been - but have you tried the update of Goubo's original version by @Bane Master? It doesn't sound like you have .... DQW As if I haven't tried. After the "upgrade," there's a hard-coded pacification limit of 15 seconds, which is completely insufficient. (In fact, in the original LE version, escaping was still possible, as far as I remember.) Alternative options like "waking up in the nearest tavern" or "abandoned on the side of the road" aren't great either—after being raped in the Rift, character can end up somewhere in the Reach. And Defeat itself, to put it mildly, is overloaded with all sorts of unnecessary crap.
DonQuiWho Posted June 3 Posted June 3 (edited) 23 minutes ago, vjnmrf said: As if I haven't tried. After the "upgrade," there's a hard-coded pacification limit of 15 seconds, which is completely insufficient. (In fact, in the original LE version, escaping was still possible, as far as I remember.) Alternative options like "waking up in the nearest tavern" or "abandoned on the side of the road" aren't great either—after being raped in the Rift, character can end up somewhere in the Reach. And Defeat itself, to put it mildly, is overloaded with all sorts of unnecessary crap. Did you try it with the @AndrewLRG addon? Anyway, probably best to just forget it. The version(s)/addons that I'm using ( Defeat Updated by Bane Master LE/SE + Dynamic Defeat LRG Patch by andrewLRG + Follower Slavery Mod (FSM) (14/12/2025) 1.734 by Bane Master) haven't got hard coded 'Player as Victim' outcomes, nor just the simple Post Assault outcomes you seem to be describing, and actually include a whole lot more, at least on an initial comparison with what you mentioned. At best, we're probably just playing completely different mod versions, and as this is someone else's thread, let's just leave it at that DQW Edited June 3 by DonQuiWho
dkatryl Posted June 3 Author Posted June 3 I don't mind a bit of feature comparisons so people can make informed decisions about one vs the other (or both if they want to mix and match features). (My feelings won't be hurt if people prefer Defeat, or any other mod.) But beyond that, yes it is probably better for DMs or the other mod's threads. 1
dkatryl Posted June 3 Author Posted June 3 Unrelated to the previous handful of posts, did anyone that had issues with the initial FOMOD in Vortex try the current version?
chuckdm Posted June 4 Posted June 4 (edited) Personally I had severe problems getting Vortex to play nice with FNIS so I moved all my Skyrim mods back to NMM Community Edition and that has worked fine. For whatever it's worth, the FOMOD before you published the loose files version worked perfectly fine with NMM. Whatever was wrong, it's a Vortex and/or MO2 problem. Personally I wish I had the option for an old school FOMM style mod manager. I don't use profiles, never have, and never will. I don't really want symlinks, just install the damn files. But then I also stubbornly refuse to move to Nemesis or Pandora or whatever the hell else people are hyping now. "If it ain't broke, don't fix it" is my POV. FNIS works fine in 2026 with the current version of AE. Until it shows me a problem I have no reason to change. Since 2014 it hasn't shown me a single issue yet. And I'm sure someone will think it's ironic that I fully support P+, but that's different. Regular SL is "broke" in the sense that it's slower than Christmas. P+ fixes that. EDIT: Yes, I am aware that Vortex has a special config workaround for FNIS. Tried it six times, didn't work once. Could I have made it work? Probably. Was it worth the effort to keep trying? Absolutely not. Edited June 4 by chuckdm
dkatryl Posted June 4 Author Posted June 4 I've only used MO2 since coming back to Skyrim with SE and reviving the mod. And all of the FOMODs I've put up since last weekend worked just fine in that. Good to know NMM was also fine. So I guess I'm still waiting to see if the Vortex users that had problems with the first one put up Sunday evening still have problems with the current one. (Maybe this is a case of 'no news is good news, because if it was broke they'd let you know!')
DagaSaga Posted June 5 Posted June 5 hey, i have a problem and wondering if anyone could help. i see the dialogue options, and i have a few mods installed so am unsure what the default final text should be, for example when completing the consensual persuasion, i get the options of doing various acts, many of which the animation simply doesn't play and the npc walks off. the one that works is the top roleplay one, but everything else doesnt, so am unsure if its related to this mod, or sexlabs in general. Am using MO2, FNIS.
dkatryl Posted Friday at 08:04 PM Author Posted Friday at 08:04 PM (edited) 8 hours ago, DagaSaga said: hey, i have a problem and wondering if anyone could help. i see the dialogue options, and i have a few mods installed so am unsure what the default final text should be, for example when completing the consensual persuasion, i get the options of doing various acts, many of which the animation simply doesn't play and the npc walks off. the one that works is the top roleplay one, but everything else doesnt, so am unsure if its related to this mod, or sexlabs in general. Am using MO2, FNIS. If they work in some scenarios (Such as the Roleplay one, which looks for Aggressive or Forced animations), but walk off in others, in particular if using SLP+ where they are more restrictive, then it isn't finding any valid animations. In particular, FF or MM. This tripped me up when I was doing testing until I realized the issue. As a result, when the player is the victim, I hard overwrote the 'aggressive' role to be treated as Futa, so female NPCs would wear strap ons if need be, and males just did their thing. But for players, I didn't want to assume what the player wanted if they were doing lesbian or gay scenes. I was contemplating adding an MCM option to address how to handle that, similar to one I added waaaaay back when for request to have female players be put in the 'victim' role even if they technically were the aggressor (Yeah, I didn't understand it either, but what evs) But there were so many other things going on with this update, I wanted to make sure everything was stable first before I go in making variations to the scenes. Edited Friday at 08:10 PM by dkatryl
DagaSaga Posted Saturday at 07:06 AM Posted Saturday at 07:06 AM hey thanks for replying, if its not finding the animations, i probably dont have them installed, which ones do you use? or do they come with the mod?
dkatryl Posted Saturday at 02:58 PM Author Posted Saturday at 02:58 PM The mod has no animations. I merely leverage the SL Framework to play whatever animations you have (Or a handful of stock Skyrim to set the scene) OG SL comes with a handful, but they are very old and dated by today's standards. I would recommend doing some searches for SLAL Animation Packs. (I have a handful, but if I could only choose one, I'd suggest Leito's. Good amount of both consensual and nonconsensual to cover the basics, where most of the other packs tend to focus on one or the other. And they are pretty much all well done) But there's bunches of them out there. If using SLP+, you need the SLSB conversion of the SLAL packs. Most of which have been done by others, so once you find the SLAL pack name, look for its SLSB version. And if you're asking this question, don't forget to run FNIS/Nemesis/Pandora after you install them! lol
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