cashboxs Posted Thursday at 10:42 AM Author Posted Thursday at 10:42 AM 8 minutes ago, Gobid said: Is this mod only for the player's defeat? DefeatBridge is a simple player-defeat mod. In theory, it intercepts any damage that would otherwise kill the player, places the player into a downed state, then selects eligible humanoid or creature aggressors and starts an OStim scene. At the moment, there are not many third-party outcome extensions available yet, so in practice you are also correct: its main purpose is currently handling the player’s defeat.
Gobid Posted Thursday at 10:52 AM Posted Thursday at 10:52 AM 7 minutes ago, cashboxs said: DefeatBridge is a simple player-defeat mod. In theory, it intercepts any damage that would otherwise kill the player, places the player into a downed state, then selects eligible humanoid or creature aggressors and starts an OStim scene. At the moment, there are not many third-party outcome extensions available yet, so in practice you are also correct: its main purpose is currently handling the player’s defeat. Oh no, sorry for wasting your time. I was looking for a mod that would give the player the ability to "punish" annoying bandits or something like that. A Nord-chad driving out the Thalmor with his massive club. There are basically no "brutal" themed mods on Ostim that actually work. By the way, I tried losing a fight and the character really fell to her knees — your mod actually works, but it's not what I need.
zergface Posted Thursday at 02:13 PM Posted Thursday at 02:13 PM (edited) A simple outcome for example one i enjoy the most is the left for dead outcome and getting robbed, i dont use slavery mods since they are too convoluted and most are kinda horribly implemented. The left for dead outcome in my opinion should be implemented in the mod. Â Since this mod also cover creatures, do you plan to have options to select which creatures can defeat and or can we surrender? Im gonna follow this mod, looks promising but we will see since LL is were mods go die. Edited Thursday at 02:43 PM by zergface 1
cashboxs Posted Thursday at 03:11 PM Author Posted Thursday at 03:11 PM Third-party outcomes are entirely optional and depend on what the player chooses to install. They are separate from DefeatBridge’s core defeat logic; DefeatBridge only provides an API that other mods can use to add their own outcomes. As for creatures, in theory most creatures can be supported, but it still depends on the animation packs installed in your setup. Dragons are currently excluded from being selected as scene actors because I have not found a reliable way to handle their flying state. If a scene starts while a dragon is airborne, it may remain stuck in the air after the scene ends. Manual surrender is already available. You need to assign a hotkey in the MCM. However, surrender only works when an enemy is actively targeting the player. For example, if your follower is in combat but the player has not entered combat and no enemy has selected the player as a target, the surrender hotkey may not trigger. Â
nkdr928 Posted Thursday at 10:48 PM Posted Thursday at 10:48 PM (edited) 2.0 is bugged even on a new save file. the mcm doesen't work Edited Thursday at 10:49 PM by nkdr928
cashboxs Posted Friday at 12:41 AM Author Posted Friday at 12:41 AM Thank you for reporting this. I found the issue. When the MCM was opened for the first time, the Settings page was displayed, but its internal page state was not initialized until the Settings tab was selected manually. This made the page appear unresponsive. I have now uploaded a fixed version, so please download it and try again. 1
HandsOfTime Posted Friday at 06:46 AM Posted Friday at 06:46 AM Thank you for this mod. Does anybody know if more "aggressive" animations have been ported for Ostim SA, that can be used with this mod?
Sighagonal Posted 18 hours ago Posted 18 hours ago are there any plans for this mod to implement npc-npc defeats or creature-npc defeats via ocreatures?
cashboxs Posted 5 hours ago Author Posted 5 hours ago 13 hours ago, Sighagonal said: are there any plans for this mod to implement npc-npc defeats or creature-npc defeats via ocreatures? At the moment, I do not plan to add NPC-NPC or creature-NPC defeat to the core mod. Technically, starting those scenes would not be the hardest part. The real problem is ending and cleaning them up safely. DefeatBridge works in random combat, so NPCs may die, flee, change targets, unload, enter quest scenes, or be affected by other mods while the event is running. I want to keep DefeatBridge focused on player defeat and keep it stable. NPC-NPC defeat might only be considered in the future as a very limited or separate experimental extension, for example only when the event happens near the player and under controlled conditions. 1
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