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Sexlab Defeat Baka Edition LE/SE


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Posted (edited)

the number of pressing time required for the resist bar is too much (there is option to make it easier but didnt work on the 1st phase). how to change this? is it possible to change this manually? I want to make it more easier (like pressing 2 or 3 times)

and chance to be defeated are too high. how to set it when hp come to zero?

Edited by mieooow
Posted

I'd love to report that hotkeys aren't working properly with this mod, but I'm having a more serious issue - this mod never triggers, even when active, with knockdown chance for the player at 100% from all opponents (not just the usual enemy factions)

 

Unfortunately, every time that I *should* be knocked down in combat, I'm just straight up killed.

 

If Naked Defeat didn't suffer from so much feature creep and fill my logs with errors, I'd go back to using that - at least my character didn't die with that one installed.

  • 2 weeks later...
Posted

It is probably asked before. but im gonna asked anyway. Starting up I thought post assault scenario would be fine if I just choose left for dead option, but some quest will locked you out if you left for dead somewhere outside the map (for example the quest that investigate the abandoned house in Markath) is there a way that you respawn at the entrance?

  • 3 weeks later...
Posted

I found constant crashes with Baka defeat mod on AE version, that never occured in SE version. Unfortunately i doubt this will ever get a new update, even in Baka's Subscribe star...

Posted (edited)

i have Dynamic Animation Replacer. Should i get Animation Motion Revolution to use the patch from the installer? i can't find anything called Animation Motion Revolution dynamic animation revolution

Edited by prefabricatedusername
correction
Posted
9 hours ago, prefabricatedusername said:

i have Dynamic Animation Replacer. Should i get Animation Motion Revolution to use the patch from the installer? i can't find anything called Animation Motion Revolution

 

If you are in SkyrimLE, then no. 

For SkyrimSE, OAR is better and replacement for DAR. AMR is optional for SkyrimSE. It is to extend the animation framework and solve an engine limitation where the animations do not dictate collision and other thing. 

 

You suck at searching.  😝

Posted
On 10/5/2025 at 10:03 PM, safado said:

 

If you are in SkyrimLE, then no. 

For SkyrimSE, OAR is better and replacement for DAR. AMR is optional for SkyrimSE. It is to extend the animation framework and solve an engine limitation where the animations do not dictate collision and other thing. 

 

You suck at searching.  😝

i suck at writing. i corrected the post. there is no such thing as dynamic animation revolution, only dynamic animation replacer (what i run) and animation motion revolution. the author must have misnamed either but i don't know which. i presumed he had meant dynamic animation replacer because the initials he gave (DAR patch) are the same, yet i do run it and installing the patch doesn't make the animations outside of SL scenes happen. do you think i should try open animation replacer instead?

thanks for the reply btw

Posted (edited)
23 hours ago, prefabricatedusername said:

i suck at writing. i corrected the post. there is no such thing as dynamic animation revolution, only dynamic animation replacer (what i run) and animation motion revolution. the author must have misnamed either but i don't know which. i presumed he had meant dynamic animation replacer because the initials he gave (DAR patch) are the same, yet i do run it and installing the patch doesn't make the animations outside of SL scenes happen. do you think i should try open animation replacer instead?

thanks for the reply btw

 

I do not use Defeat-Baka, so I tried to set a deployment and notice your observation about the wrong translation about DAR as Dynamic Animation Revolution instead of Dynamic Animation Replacer.  That typo is hilarious, but he is Korean and may have used a machine translator. 

 

If you are using SkyrimSE\AE then OAR, it will also accept anything created for DAR, too. 

 

The "DAR Patch" mentioned in the installation is not actually a patch.  It is an animation replacer package (DAR) that plays a different "trauma" animation for female characters, with an extra animation that may play 50% of the time. It may be considered a patch if you think the current defeat animation used by the mod for any gender is wrong somehow. Furthermore, it is more of an animation variety add-on. It will only apply to defeated females, it also used on NPCs. Anyway, OAR will play it if you use it to replace DAR. 

 

The Defeat-Baka variety of animations for assaults is actually in the Baka Motion Data Pack. Always use the latest version from the available list. It make use of DAR or OAR and in SkyrimSE\AE the mod Animation Motion Revolution is a requirement.  

Spoiler

 

Requirements
 [LE] 
 Dynamic Animation Replacer 
 [SE] 
 Dynamic Animation Replacer / Open Animation Replacer
 Animation Motion Revolution 

 

 

If you experience crashing at the main menu or loading, and has installed mods with hundreds of animation recently then it may be that the limit of 32000 tracked animation has been breached.  The animation "cataloger" tool like FNIS, NEMESIS, or Pandora should give you an animation total count at the end of it work.  There's a patch for SkyrimSE\AE to increase the index from 32k to 64k. 

 

 

Edited by safado
  • 4 weeks later...
Posted

Does anyone know why during NPC vs NPC(follower) enemies just always kill follower instead of knocking down? Animations never execute due to this.
I've set all chances/knock possibility to 100% by anyone, doesn't work.

 

However using the Bane Master 5.3.6 Defeat enemies do knock down other NPCs every time with the same defeat MCM settings. 

Posted (edited)

I finally figured out how to make this mod work, overcoming the defeat bugs that prevent the sex animations from starting when the MC's life is low.
First, install the original Defeat SE mod converted by gourbo, then install all the dependencies and this defeat Baka mod, overwriting the files normally (I personally use NMM, but everyone also uses MO2), and then install the Death Alternative and Death Alternative Resurrection mods.

Disable the options in "Death Alternative" in MCM that lead the MC to other situations if defeated, such as radiant rescue events.
Your character will fall about three times repeatedly. The first time, choose the "Leave to the Fate" or soul dragon options; the enemies will continue hitting you, and the third time, when your character's screen gets darker and blacker as you desperately try to escape, the enemy hits will activate the Defeat, thus triggering all the animations.
I personally liked the Baka mod more because of the animations that unfold more spontaneously and naturally. It's a shame that Bane hasn't yet made a dynamic LRG patch for Baka Defeat, because it would be the combination of two incredible things.

Do not select the "Essential - On BleedOut" option; it explains that this conflicts with Death Alternative, and Baka also states that NPC vs. NPC isn't working well. Playing this mod with a follower is a headache. I haven't tested yet if the follower has fewer defeat bugs with Death Alternative; anyway, I'll test it later.

Keep the default Player as victim options as they are; you don't need to change all those options, except for the clothing slots, which you need to strip or unequip (to see which pieces and slots I use a mod (Body Slots) add-on for SkyUI that shows it in the inventory).

Edited by hxjaid78
  • 2 weeks later...
Posted (edited)

Does Baka defeat work with Death Alternative like Regular defeat mod?

 

Updated: I tried it and answered my own question... yes it works with Death alternative, even better then the fall 2025 Updated version of Bane defeat 

Edited by Burensc
  • 2 weeks later...
  • 1 month later...
Posted

Game keeps crashing when animations are supposed to start after all the dialogue has taken place, the strip animations work and everything and the wiggets for the sex scene all show up but the game crashes

any help would be great, trying to get this all working for my wife who wants to try spicy Skyrim but i was not a fan of the way naked defeat works and had no dialogue 

crash-2026-01-18-16-16-01.log

Posted

Hi folks,

 

I always get "You can't surrender to this enemy" every time I want to surrender.

 

Yes, all the creatures are enabled. Yes, I have registered all the animations in SLAL. I don't know what else to try?

Posted (edited)
On 1/18/2026 at 11:21 AM, Kazutobe said:

Game keeps crashing when animations are supposed to start after all the dialogue has taken place, the strip animations work and everything and the wiggets for the sex scene all show up but the game crashes

any help would be great, trying to get this all working for my wife who wants to try spicy Skyrim but i was not a fan of the way naked defeat works and had no dialogue 

crash-2026-01-18-16-16-01.log 503.07 kB · 2 downloads

 

All versions of Skyrim have a 32k animations registry index limit, without patching.  If your issue is not a missing requirement, then it may be the limit.  SSE Engine fixes has a somewhat successful patch for it and a lot of other patches for memory issues.  SRT did a better patch, but noobs get confused on how to make it work, will not waste my time explaining that one.  

The limit ctd can be triggered by DAR, OAR, or Sexlab. FactoryClose defeat will try to run DAR\OAR animation during submission minigame with the widget filling up, if it did not crash there then it maybe something else. 

 

Before installing more mods; Try removing big animations packs and redo FNIS, reset sexlab animation, and redo SLAL registration using SLAL loader. Recommend removing all SLAL a leave Billys pack with only humanoid animations, no creatures or animobj, do the necessary animation reset\registration.  Test with bandits only.  Use a character with original Skyrim race (like nord, imperial, and the like), make sure XP32 Maximum Skeleton Special Extended - XPMSSE is not overwritten by mods, only MoreNastyCritters SE&AE can be allowed to overwrite it, optional- it is necessary for creature animations only.  XPMSSE has the custom animation nodes referenced by many non combat animations, it could ctd if missing.


 

Spoiler

Do not know if you can swap mid-game but try replacing this semi-abandoned version of SL-defeat with the currently supported one. 

Disable the mod and save, use reconfigure clean after replacement and enable.  Check all settings. 

 

Defeat Updated by Bane Master LE/SE 5.3.6

 

Is technically same mod but without FactoryClose animations and better bug fixes. It is also supported in it forum pages. 

 

You may be missing requirements of SL-defeat-factoryclose version. His version is convoluted and requires a lot of animations, but the installation instruction is incomplete and pointing to banned pages in Patreon. Not updating the link may mean he abandoned it. 

 

Link to missing requirement: factoryclose version, Bane version do not need it. 

Baka Motion Data Pack

 

The both based on original SL-defeat Goubo (not needed).  Both fail to post installation requirement and instead point to original page.

Both requires

  • SKSE:  the version compatible with your Skyrim. Nearly all mods in Loverslab and Nexus needs it anyway.
  • SKYUI: it has the MCM framework.
  • Sexlab 1.6 or newer,
  • FNIS:
    • Nemesis is not compatible with creatures and is abandoned. Do not use
    • Pandora can work but, but still buggy with some animations. 
    • All creature animation always need FNIS creature pack, no matter if using Pandora or FNIS, it is an animation base framework for creature animations.
  • Factory close version also needs: That why it is more buggy

 

 

 

crashlog hints from analyzer (they normally provide false positives because it is a very buggy game engine)

https://phostwood.github.io/crash-analyzer/skyrim.html?analyzeFullLog&tryFormIDs

Spoiler

 

- 🤖 **Troubleshooting Auto-Installing Modlists:** Since most well-crafted auto-installing modlists, such as **Nolvus**, **Wabbajack modlists**, and **Nexus Mods Collections**, are generally stable, these guidelines (along with the "Reduce Random Crashes" section below) should help resolve most common issues that may arise. Custom modders may also find them insightful. [⤵️ show details](<https://phostwood.github.io/crash-analyzer/skyrim.html?analyzeFullLog&tryFormIDs#>)
- **Missing SSE Engine Fixes:** This foundational mod is usually essential for a stable modded game.
   - **⚠️ Warnings:**
      - Your save file could become permanently unplayable without SSE Engine Fixes installed
      - SSE Engine Fixes is a foundational mod required by over 100+ other mods on Nexus
      - It is also considered an [Essential Bugfix](<https://www.reddit.com/r/skyrimmods/wiki/essential_mods/#wiki_essential_bugfixes>) by r/SkyrimMods wiki authors
   - **Required Steps:**
      - WARNING: [SSE Engine Fixes](<https://www.nexusmods.com/skyrimspecialedition/mods/17230>) is **frequently misinstalled**, so be careful to follow [installation instructions](<https://www.nexusmods.com/skyrimspecialedition/mods/17230?tab=posts>) found in the top sticky posts in the mod's forum, to install BOTH parts:
         - Part 1: The SKSE plugin. Be sure to download the current and correct version of Engine Fixes, for your version of Skyrim, and install with your mod manager
         - Part 2: DLL files are manually placed into Skyrim folder
      - **For Engine Fixes prior to version 7:** Configure `EngineFixes.toml` with:
         - **Option 1 (Recommended):** [Upgrade to latest version 7](<https://www.nexusmods.com/skyrimspecialedition/mods/17230>) of Engine Fixes for more bug fixes and better stability.
         - **Option 2:** Download the [pre-configured TOML file](<https://www.nexusmods.com/skyrimspecialedition/mods/108069>)
         - **Option 3:** Manually configure following this [settings guide](<https://www.reddit.com/r/skyrimmods/comments/tpmf8x/crash_on_load_and_save_corruption_finally_solved/>). Verify/Edit these settings in `EngineFixes.toml` :
            - `SaveGameMaxSize = true`
            - `MaxStdio = 8192`
   - **Important Notes:**
      - SSE Engine Fixes is essential for most Skyrim modlists
      - This mod fixes numerous engine-level bugs and is often important for game stability
      - If you experience crashes with `tbb.dll`, reinstall SSE Engine Fixes completely
- **Redundant BEES Installation Detected:** Backported Extended ESL Support (BEES) is installed but unnecessary for your Skyrim version `1.6.1170`. Some have reported that this redundancy can potentially contribute towards crashes.
   - **Recommendation:** Uninstall BEES, as the expanded ESL functionality is already built into your game version.
   - **Background:** BEES adds support for the extended ESL range (4096 records vs 2048) to older Skyrim versions, but this functionality is already included in game version 1.6.1130 and later.
   - **Next Steps:** If crashes continue after removing BEES, please submit a new crash log for further analysis.
- ⚠️ **Low System RAM Detected (15.92GB):** Your system has limited RAM, which can cause crashes and instability in heavily-modded Skyrim.
   - **Close background applications:** Before launching Skyrim, close all unnecessary programs to free up as much RAM as possible
   - 💾 Verify your [Windows Pagefile is properly configured](<https://www.nolvus.net/appendix/pagefile>) (nolvus.net link, but broadly applicable). For heavily-modded Skyrim, the most common recommendation is setting both the minimum and maximum Pagefile size to **40,000 MB (≈40 GB)**, particularly if you have 16GB of RAM or less. **NOTE:** If you are following a specific modlist like Nolvus or Lorerim, use their recommended pagefile settings.
   - Detected indicators:
- ⚠️ **Consider Upgrading CrashLogger SSE:** A newer version of CrashLogger SSE is available, and in some cases may provide an improved crash log for better diagnoses.
   - Download and install the latest version of [Crash Logger SSE AE VR](<https://www.nexusmods.com/skyrimspecialedition/mods/59818>) from Nexus Mods
   - Newer versions include bug fixes for slightly improved crash logging capabilities
   - Detected indicators:
- 🎲 **Reduce Random Crashes:** Best practices for game stability: [⤵️ More details](<https://phostwood.github.io/crash-analyzer/skyrim.html?analyzeFullLog&tryFormIDs#>)

~~

Result(s) from Phostwood's Skyrim Crash Log Analyzer (v1.29.6)

🔎 Automate analysis of your Skyrim SE/AE crash logs at: 

https://phostwood.github.io/crash-analyzer/skyrim.html

 

 

 

 

Edited by safado
  • 1 month later...
Posted

i'm using "look what you see" (headtracking mod). whenever i surrender and have a conversation with the enemy, why my character's head not tracking to the speaker? is it incompatible? or was i the only one who's having the problem? please help me :(

Posted

Did someone already found a fix for " G" button not activating player KnockingDown stealthy npc?

It works when the weapons out,I'm using pandora

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