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Sexlab Defeat not triggering on Dragon downing


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Posted

I've got Defeat, Sexlab, as well as everything else 'needed' for it to work. I can trigger the anims manually through Matchmaker (Or other means), But... being downed by a dragon's flame/ etc. doesn't seem to 'trigger' Defeat. (I'm running Defeat through Death Alternative, since their system tends to be more reliant on -not- letting me die outright... could that be the problem?)

Posted

dragon animations triggering thru Defeat can be finicky

 

it could be that the dragon is out of range (by Defeat's detection method) even though it is plainly visible.

it could be another animation has the dragon already in it (caused by vanilla, another mod, possibly by the dragon just being flying) at the time it checks

it could be in another cell causing an issue as well.

 

I have had defeat fail to trigger for a bandit ranger when I was just out of melee range before, turned out the ranger was in another cell (and therefore just outside Defeat's detection range at the time with the settings I was using).

 

Posted

Yup, if the dragon is busy flying its not going to work.

 

Other than that Defeat is really solid on its own without Death Alternative, in fact I'd say its far more reliable without DA.

The options are there to prevent death as well as comes packaged with its own post trauma events that are really similar to DA's maybe not as many of them but you'll never get the option to get up and jump back into the fray with DA.

Posted
9 hours ago, MadMansGun said:

if the dragon starts flying it will stop the animations from starting.

 

It's not about preventing animations from starting, Defeat simply refuses to register the Dragon as a 'suitable target' or something to trigger Defeat's bleedout sequence. I've got "able to be knocked down by all" enabled, so it -should- work... though, as people are saying it's possible Defeat's simply not even registering the Dragon as the one knocking me down. to that end, though... I've no clue how to increase Defeat's detection range.

(To be clear, DA triggers its bleedout, but normally Defeat should trigger its OWN bleedout. For this I've got DA to play no knockdown anims since Defeat should always trigger on knockdown... which it usually does. Fringe cases are Dragons, and the occasions when I get knocked down multiple times in quick succession.)

 

11 hours ago, valcon767 said:

dragon animations triggering thru Defeat can be finicky

 

it could be that the dragon is out of range (by Defeat's detection method) even though it is plainly visible.

it could be another animation has the dragon already in it (caused by vanilla, another mod, possibly by the dragon just being flying) at the time it checks

it could be in another cell causing an issue as well.

 

I have had defeat fail to trigger for a bandit ranger when I was just out of melee range before, turned out the ranger was in another cell (and therefore just outside Defeat's detection range at the time with the settings I was using).

 

Thanks a bunch, but do you know how to increase Defeat's detection range then? Unless I'm having a derp moment, I don't see anything regarding this in its MCM.

Posted

The other issue is that dragons tend to aggro everything in a 10 mile radius, meaning they are rarely actually out of combat.  If there is a goat/rabbit/bandit anywhere nearby that the dragon sees as a target, it seems likely the dragon will instantly start flying again to go attack it rather than initiate a Defeat scene with the player.

 

Unfortunately, dragons simply are not a good candidate for Defeat scenes generally.  There's not much I know of to get around this, and I'm fairly sure Defeat is so picky about them to avoid crazy bugs like dragons teleporting all over/glitching out trying to initiate a scene after they are flying.

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