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Practical Defeat: (Re)Animated


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Posted
32 minutes ago, dan_5959 said:

 

 

Has anyone discovered a solution for the camera locking behind the captor, completely blocking the view? Even Numpad-3 gets disabled during the restraining animation, which should usually turn on the free-camera.

I have found this happens if your weapons are still drawn. If you have Wheeler, you can equip/unequip the items and it should  fix it. Or if you are "crawling," try sheathing your weapons.

Posted (edited)
4 hours ago, kiwiii3 said:

I have found this happens if your weapons are still drawn. If you have Wheeler, you can equip/unequip the items and it should  fix it. Or if you are "crawling," try sheathing your weapons.

 

Hey, thanks for the reply. I don't use Wheeler, but I imagine that doesn't matter. I've tried sheathing my weapons or fists before I go down, and also while I'm down. I've also tried toggling between first and third person camera, but the same problem occurs. It instantly locks the crosshair, usually straight ahead at the horizon, which results in you not being able to see what's going on. As soon as the animation finishes, the camera is free to move again.

 

Even entering "tfc" in the console (which also is suppose to enable free-cam) does not work. The animation completely takes over all camera controls and locks it. 🤔

Edited by dan_5959
Posted
8 hours ago, dan_5959 said:

 

 

Has anyone discovered a solution for the camera locking behind the captor, completely blocking the view? Even Numpad-3 gets disabled during the restraining animation, which should usually turn on the free-camera.

 

i was never able to find a solution unfortunately. i ended up trying a few different camera mods too. i just let it be since that was the only thing 'not working' 

if you do end up finding a fix please do share 🙂 

Posted

From playing with this for a short while it seems to not work with creatures, they just immediately leave you when you're defeated and attempting to surrender to them causes you to be permanently locked into a defeat scene. Also, the amputation chance setting resets to 0 as soon as you click off of it

I've only had a quick look at the discussions so if there's any fixes for this already then could I be pointed towards them

Posted
13 hours ago, sierrra said:

 

i was never able to find a solution unfortunately. i ended up trying a few different camera mods too. i just let it be since that was the only thing 'not working' 

if you do end up finding a fix please do share 🙂 

 

I've found a minor work around. It doesn't solve the issue but allows you to see a bit more of the animation. In order to do it, you need to have the "Struggles Enabled" option selected under Practical Defeat's MCM (Struggling QTE needs to be installed for this option to be selectable).

 

When you go down, the struggle mini-game will begin. During this mini-game, zoom the camera out a bit (how much is up to you). Once you fail the struggle mini-game and the capture animation begins, it still locks the cross hair orientation as before, but now being zoomed out the camera isn't stuck right behind the NPC, allowing you to see most of the animation.

Posted

So im confusion, this mod has 'creature' toggles including in the acheron MCM but i'm not sure how to set it up properly (i.e 50/50 between the acheron toggles?)

  • 2 weeks later...
Posted

Hello, I'm having an issue, in the MCM I'm trying to modify the SexTags of creatures, but no matter what I do, it resets back to aggressive, I'm aware this issue was already brought up before, and supposedly the patches say the latest version fixed this, but that doesn't seem to be the case, anything I can do to fix this?, cheers.

Posted
On 1/21/2026 at 8:10 AM, sierrra said:

 

i was never able to find a solution unfortunately. i ended up trying a few different camera mods too. i just let it be since that was the only thing 'not working' 

if you do end up finding a fix please do share 🙂 

don't quote me on this but this *may* be able to fix the issue:

enabledControls Offset for 1.6.1130/1170 by AndbGame · Pull Request #2 · yeahhowaboutnooo/scrollwheelfix-NG · GitHub

 

It's integrated into a version of Improved Camera SE but not the version currently live on Nexus.  Use github stuff at your own risk etc etc.

Posted
On 1/21/2026 at 11:43 PM, Starfury6969 said:

From playing with this for a short while it seems to not work with creatures, they just immediately leave you when you're defeated and attempting to surrender to them causes you to be permanently locked into a defeat scene. Also, the amputation chance setting resets to 0 as soon as you click off of it

I've only had a quick look at the discussions so if there's any fixes for this already then could I be pointed towards them

Creature support works for me.  I assume you have creature framework installed (maybe re-init this at least once), all creatures checked/enabled in Defeat, and creatures enabled in SexLab?

Posted
On 1/21/2026 at 11:43 PM, Starfury6969 said:

From playing with this for a short while it seems to not work with creatures, they just immediately leave you when you're defeated and attempting to surrender to them causes you to be permanently locked into a defeat scene. Also, the amputation chance setting resets to 0 as soon as you click off of it

I've only had a quick look at the discussions so if there's any fixes for this already then could I be pointed towards them

Make sure the plugin load order is correct as indicated on the More Nasty Critters Framework mod, I had this same issue for skipping this and just letting LOOT sort it out, then I did the manual correction as indicated, and now defeat scenes with creatures work.

Posted (edited)

So, when I saw that Practical Defeat: (Re)Animated was using the amputation framework, I decided to give the mod a try. Now I haven't run the game yet, but one of the recommended mods is SL Survival (For amputation game effects n restoration), the link on SL Survival directs us to a random comment page on Wartimes - a daughter's tale mod which is a completely different mod that's exclusive to LE, as for the page in the comments that the link directs us, it feels random (I'm guessing there was a posted link pointing us to a SL survival link in the past somewhere around there?). So I found this MM1 File Dump link from ppl's comments on that Wartime mod again (thinking that was probably it) and it directed to me the Sexlab Survival 0.685 BETA SE by Monoman1 file. I downloaded it and installed it through vortex and when I enabled it, it gave me missing masters something about a simple knockout esp file? What's up with that? Did I download the wrong SL Survival? Does the Acheron mod have anything to do with that? Like I don't get it. Someone help or guide me if possible. 

 

edit: I started the game on Skyrim SE with Practical Defeat: (Re)Animated and the amputation framework mod plus all the hard requirements and some more from the suggested ones and from what I see (I am using 3BBB body type on the main pc) the body parts stay where they are even tho they say they are severed in the player status, this happens both when Practical Defeat applies the amputation and when I use the F1 key bind to forcefully remove limbs (They don't get removed, all I get is the slow down effects and a crawling animation). 

Edited by FUCKING RAWWW
New Issue regarding amputation
Posted
11 minutes ago, crococat said:

Does your pc's limbs get removed for you normally? and if yes, are you using any body mods, cause I use 3BBB and the amputations don't apply, only the crawling animation and some slow down effects do. Visually the limbs are still there. 

Posted
27 minutes ago, FUCKING RAWWW said:

Does your pc's limbs get removed for you normally? and if yes, are you using any body mods, cause I use 3BBB and the amputations don't apply, only the crawling animation and some slow down effects do. Visually the limbs are still there. 

 

From personal experience the version from Monoman and v1.6 don't work property under AE for some reason no matter the body type at least on my install.  Going back to v1.3 using the SLIF framework fix and then using the OAR animation switch does work though.

 

 

Posted
6 minutes ago, Mashi said:

 

From personal experience the version from Monoman and v1.6 don't work property under AE for some reason no matter the body type at least on my install.  Going back to v1.3 using the SLIF framework fix and then using the OAR animation switch does work though.

 

 

ty, what's the oar animation switch tho? I do have oar installed.

Posted
46 minutes ago, Mashi said:

 

From personal experience the version from Monoman and v1.6 don't work property under AE for some reason no matter the body type at least on my install.  Going back to v1.3 using the SLIF framework fix and then using the OAR animation switch does work though.

 

 

Sorry for spamming you, but it turns out it works, you just have to read the small letters under the file on the original post from Monoman and there u will find the SLIF patch and you are good to go, u get latest version of the framework + Monoman's SLIF patch + already built in crawling animation (no need to get OAR switch if that was what u were using it for), I'm using FNIS on the latest Skyrim SE version and it works, now I just have to check if it works good through the defeat mod.

Posted
31 minutes ago, FUCKING RAWWW said:

Sorry for spamming you, but it turns out it works, you just have to read the small letters under the file on the original post from Monoman and there u will find the SLIF patch and you are good to go, u get latest version of the framework + Monoman's SLIF patch + already built in crawling animation (no need to get OAR switch if that was what u were using it for), I'm using FNIS on the latest Skyrim SE version and it works, now I just have to check if it works good through the defeat mod.

 

The other thing is some newer mods don't let Amp framework work.  I can't for the life of me remember which mod it was that caused that issue on my end.  The OAR patch fixes crawling animation by yanking it away from FNIS/Nemisis/etc, since some mods don't play nice with it. Kind of like how SD+ kneel/crawl was functionally broken until recently.  

Posted
23 hours ago, FUCKING RAWWW said:

Does your pc's limbs get removed for you normally? and if yes, are you using any body mods, cause I use 3BBB and the amputations don't apply, only the crawling animation and some slow down effects do. Visually the limbs are still there. 

All is ok in my game. I use SE 1.5.97.08, Amputator Framework Tweaked v1.3 (15-Oct-2019) SSE, BHUNP body, FNIS.

Now also OAR and Nemesis, but all was working without them.

I have SLIF and FillHerUP and no patches for amputator.

SD+ last version kneel/crawl are also working good for me with OAR

Posted
On 2/1/2026 at 9:47 PM, rvhausen said:

Creature support works for me.  I assume you have creature framework installed (maybe re-init this at least once), all creatures checked/enabled in Defeat, and creatures enabled in SexLab?


Tried all three and still nothing. Creature animations work, they're just not activated by the Practical Defeat mod.

 

 

On 2/2/2026 at 8:08 PM, Emmixert said:

Make sure the plugin load order is correct as indicated on the More Nasty Critters Framework mod, I had this same issue for skipping this and just letting LOOT sort it out, then I did the manual correction as indicated, and now defeat scenes with creatures work.


Added a custom rule to MNC's Framework on LOOT to load after all the mods it showed in the image to see if that would fix it, but that didn't work and I'm pretty sure I did the rule correctly. I usually just let LOOT organise my mods so it's still possible that it's a load order issue with one of the other ones? But everything else seems to work, it's still just an issue of a creature defeating me or surrendering to them leading me to be tied up for half a second then immediately released to flee.

Posted

Seconded, creature defeat does not work and the amputator chances keeps going to Zero and i'm using the OAR version.

Posted (edited)

I checked the amputator chances. 

It is actually working and saving correctly internally in the mod.

It's stored as a value between 0.0 [0%] and 1.0 [100%]. So 5% is 0.05.

 

It's just the MCM display not working due to the way it's being read. The fix is just multiply by 100. 

Here is the PDConfig pex and source, with the fix applied. 

 

Shared my version of amputator tweaks that has been working for me since I got it here:

 

 

pdConfigFix.zip

Edited by Lokikun
Fixed the file / added link
Posted
On 5/11/2025 at 7:58 AM, sorrowsmith said:

I don't use the creature support, but everything else seems to work as expected.  The issue with robbed gear losing tempering/enchants is annoying but not a game breaker, hopefully something that can be fixed. 

 

Did you manage to solve this? Because I have the same problem.

Posted

Everything works fine with this mod except I can't get Simple Capture to show up on the Events list. Has anyone come across this issue? I posted on that mods page as well wondering if maybe it didn't work with this version, but then I saw this version has that mod listed... =\ I've tried hitting the register events icon and all

  • 2 weeks later...
Posted

I'm trying to get different outfits for the capture by changing the .json file as the mod page says to do but I can't seem to get them to show up? Not really experianced in doing this but it seemed like it I could just copy/paste Item ID's from DDe to PS's json, except they never get used? Am I doing something wrong?

Posted
22 hours ago, papajack said:

I'm trying to get different outfits for the capture by changing the .json file as the mod page says to do but I can't seem to get them to show up? Not really experianced in doing this but it seemed like it I could just copy/paste Item ID's from DDe to PS's json, except they never get used? Am I doing something wrong?

 

While I haven't really played around with this much, make sure that you're using 0x for the index and not the index from the load order.

 

Example:  0x01775C is zad_cuffsPaddedCollarInventory the mod can "see" 01775C but using 0501775C (05 is my mod index for Devious Devices - Integration.esm) PD can't "see" this device.  Make sure that the mod name is there as well.

 

0x01775C|Devious Devices - Expansion.esm is just as bad. As that device doesn't exist in DDe. 

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