Jump to content

Defeat, DA, and SD?


SimpleLife

Recommended Posts

Posted

Trying to get these 3 mods to work nice with each other, but having no luck. 

 

Currently, when the character is knocked down, the defeat scene happens fine, after the assault, the character gets back up, and is knocked down again. I receive the blackout popup box after this, but that is where things stop working. 

 

2 things happen at this point:

The assaulters, walk away, character gets back up

Character dies.

 

Seems the blackout events for DA are just not firing for me.

Guest victorddp
Posted

I have them, and they work well. Maybe you have an error with load order or haven't installed latest versions.

Or maybe they seems to me that work well, but I see nothing weird.

Posted

Death Alternate drastically increase script latency in my game. If it's not only for me, then this mod is quite "heavy", and can cause a script lag for other mods (Like it is for me), especially if other mods is also complex.

Posted

I have the latest for all of them

 

My load order currently is:

damoyl

SDplus

Defeat

 

Should they be different?

 

I pretty much die each time after the assault. I am level 1, wondering if that matters

Posted

your level shouldn't matter.

 

a couple of things that you can check/try:

 

In DA: First MCM page, try raising your bleedout health to 5-15% instead of 0%

-set the default Bleedout and Ragdoll, to Bleedout only

-raise the percentage of single blow death to something very high, or, to 0, to disable for testing

-check the times for calm effects

 

OnBleedout page- disable everything but Defeat

OnBlackout page- for testing, disable everything except SD enslavement, then add things back in once it's working

OnDeath page - won't matter until you've been to the dreamrealm once, but, disable the other options for testing

 

Defeat (for testing)

PlayerVictim page: disable all of defeat's triggers and raise the DA percentage to 100%

Disable all of Defeat's post assault things (this gives DA control of everything except the OnBleedout event, which you may not want long term, but I know that it works this way, so, for testing it may be simpler.)

 

I've also heard that using things like console command generated bandits won't always work because they don't have the right faction markers.

I have had something like this happen in my own games, though not usually the first time out. If resetting the Player State and Status Effects in the DA utility tab doesn't work (rare) I have to revert to an earlier save because it seems as if, once it starts it persists beyond the initial encounter.

I don't really keep up with the DA forum/threads on Nexus, so you may want to look for clues there too. But, hope this is of some help

 

Posted

Death Alternate drastically increase script latency in my game. If it's not only for me, then this mod is quite "heavy", and can cause a script lag for other mods (Like it is for me), especially if other mods is also complex.

 

Probably because DA is a complete mess. 

Posted

your level shouldn't matter.

 

a couple of things that you can check/try:

 

In DA: First MCM page, try raising your bleedout health to 5-15% instead of 0%

-set the default Bleedout and Ragdoll, to Bleedout only

-raise the percentage of single blow death to something very high, or, to 0, to disable for testing

-check the times for calm effects

 

OnBleedout page- disable everything but Defeat

OnBlackout page- for testing, disable everything except SD enslavement, then add things back in once it's working

OnDeath page - won't matter until you've been to the dreamrealm once, but, disable the other options for testing

 

Defeat (for testing)

PlayerVictim page: disable all of defeat's triggers and raise the DA percentage to 100%

Disable all of Defeat's post assault things (this gives DA control of everything except the OnBleedout event, which you may not want long term, but I know that it works this way, so, for testing it may be simpler.)

 

I've also heard that using things like console command generated bandits won't always work because they don't have the right faction markers.

I have had something like this happen in my own games, though not usually the first time out. If resetting the Player State and Status Effects in the DA utility tab doesn't work (rare) I have to revert to an earlier save because it seems as if, once it starts it persists beyond the initial encounter.

I don't really keep up with the DA forum/threads on Nexus, so you may want to look for clues there too. But, hope this is of some help

What is the relationship between OnBleedout Defeat event in DA setting and Defeat's % chance of triggering on DA bleedout? They seem like they are trying to do the same thing.

Posted

Afaik (which is not far at all) the setting in Defeat's MCM allows you to set the chance that either mod will handle the event. If you leave some chance for Defeat to handle it then, I would assume, that you need to enable/set the Defeat conditions/triggers (the default greyed out areas of PlayerVictim).

 

You'd likely get a better answer in the Defeat forum though. A more reliable one anyway.

 

Edit: They sort of are doing the same thing. Defeat doesn't require DA, it has its own system. DA compatibility was, afaik, by request from ppl using Defeat with SD+ when the latter added DA as a hard requirement.

Posted

Just change the probability of each quests in DAymoyl MCM and you will get those mods work properly. I have reduced probability of Defeat, and I get more often enslaved. You can totally turn off Defeat and using it only by hotkey, just like SexLab Submit mod.

Posted

your level shouldn't matter.

 

a couple of things that you can check/try:

 

In DA: First MCM page, try raising your bleedout health to 5-15% instead of 0%

-set the default Bleedout and Ragdoll, to Bleedout only

-raise the percentage of single blow death to something very high, or, to 0, to disable for testing

-check the times for calm effects

 

OnBleedout page- disable everything but Defeat

OnBlackout page- for testing, disable everything except SD enslavement, then add things back in once it's working

OnDeath page - won't matter until you've been to the dreamrealm once, but, disable the other options for testing

 

Defeat (for testing)

PlayerVictim page: disable all of defeat's triggers and raise the DA percentage to 100%

Disable all of Defeat's post assault things (this gives DA control of everything except the OnBleedout event, which you may not want long term, but I know that it works this way, so, for testing it may be simpler.)

 

I've also heard that using things like console command generated bandits won't always work because they don't have the right faction markers.

I have had something like this happen in my own games, though not usually the first time out. If resetting the Player State and Status Effects in the DA utility tab doesn't work (rare) I have to revert to an earlier save because it seems as if, once it starts it persists beyond the initial encounter.

I don't really keep up with the DA forum/threads on Nexus, so you may want to look for clues there too. But, hope this is of some help

 

Awesome, thanks for the great info. Will give all these a shot.

 

This does remind me I use alot of npc modifier mods, like OBIS (Organized Bandits for Skyrims) and All male bandit mod.  Could this affect things?

Posted

I'm not using OBIS atm, but have in the past, and know that lots of folks use it successfully with SD+ from posts in the forum.

I don't think the bandits' gender should make any difference unless you disallow it in some mcm or another (I think that Defeat allows this, disabling one or the other gender in PlayerVictim), so that'd be something to check if you start having problems with bandits not abusing your pc. Best of luck.

Posted

I have a problem with these three. My character gets raped. But sanguine quests never activates. I also have a problem where the screen goes all black on me. I`m alive and can walk around and interact with stuff, but the screen is all black :(

 

So right now it seems to me that only defeat works.

Posted

 

Death Alternate drastically increase script latency in my game. If it's not only for me, then this mod is quite "heavy", and can cause a script lag for other mods (Like it is for me), especially if other mods is also complex.

 

Probably because DA is a complete mess. 

 

 

Can you elaborate?

 

I'm also having tons of problems getting the three of them working together smoothly. I'm going to get rid of SD+, but if the issue is DA itself, it'd be good to know that first.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...