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Practical Defeat: (Re)Animated


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Posted
45 minutes ago, guliguliradish said:

Hey buddy, if you want creature content and also want to use PD, you can do this:
1 sexlab 1.63.
2 Acheron
3 PD
4 Simple attack

Then set the probability of PD to 99% and the probability of simple attack to 1% in Acheron, and you will get what you want.

I assume you mean Simple Defeat? Unfortunately, it is, as the same suggests, too simple. I do want the events that SL Defeat/Practical Defeat and others have after all the stuff happened. And Simple Defeat doesn't feature this.

 

SL Defeat would be the best solution, but it doesn't seem to work with custom followers, where Practical Defeat just can. I am not versed enough in scripting to understand why, and that is why I was asking. Wouldn't it be simpler, for the people that already made both mods, to work together, share some insights, and fix these things? It's not about the creature content for me, I want events with creatures as enemies, and PD doesn't support this. You'll just be teleported out of the dungeon. Nothing happenes to the follower you have (they actually stay where they are) as well.

And so, the question then was, why this hasn't been done before. Not that anyone needs to. Naked Defeat for example, can use customers followers as well.

 

And to the other 'skill issue' post: I tried multiple times with PD and YK active, and PD doesn't fire. I don't use QT events.

Posted

About creatures, Simple Outcomes says it will work with creatures but you have to do the following:

  

On 4/13/2023 at 3:41 AM, Mister X said:

This outcome supports creatures aswell, however they are disabled by default. To enable creature assaults you have to do the following:

  1. Open up the file SKSE/Acheron/Consequences/Hostile/SimpleAssault.yaml
  2. To enable creature assaults, remove this segment:
Conditions:
  Assailant:
    RaceType:
      - Human

 

Would doing the same in Practical Defeat.yaml accomplish the same thing (enabling creatures) or would doing so break something else in the mod? Or would I have to dl Simple Outcomes and follow the directions (assuming SO overrides PD in this respect)?

 

Posted
18 minutes ago, Seeker999 said:

About creatures, Simple Outcomes says it will work with creatures but you have to do the following:

  

 

Would doing the same in Practical Defeat.yaml accomplish the same thing (enabling creatures) or would doing so break something else in the mod? Or would I have to dl Simple Outcomes and follow the directions (assuming SO overrides PD in this respect)?

 

 

My assumption is, that this probably wouldn't be enough to then support the events following. If you have to define more types/actors that can, for example, capture your follower, or send you somewhere else? But would be interesting to try and see if this works. For capturing your follower though I am pretty sure it is not enough.

Posted
6 minutes ago, Seeker999 said:

Another question, will this work with Naked Dungeons if I disable all the rape functions?

 

Mhm, I am using Naked Dungeon and have never used its own defeat system, it seems so far working fine with SL Defeat SE 5.3.6 Bane 2024.08.06 and I then also assume it does work fine with Practical Defeat, as long as you don't turn on its defeat mechanic.

Posted
5 hours ago, Emerald982 said:

And to the other 'skill issue' post: I tried multiple times with PD and YK active, and PD doesn't fire. I don't use QT events.

As another person using both PD(R) and YK I can say they do, in fact, work together. The trick is setting the consequence weights in Acheron so that it will always fire on PD for Humans, and it will always fire on YK for Creatures.

 

I did however encounter a bug in Acheron that caused the Event Fire chances to randomly change after I had assigned it.   The workaround was setting the Weights.yaml file manually outside of Skyrim, then changing it to read only so that it would rewrite in game.  As that currently works for me and I'm unwilling to take a can opener to the code and puzzle out what else is happening, that's about as far as I get.  It does sometimes set Acheron's base chance to 50, but it also saves it when I set it back to 0 so there is that.

 

 

***

In response to your other stuff though: Practical Defeat is something the current mod author is curating after the original mod author dropped it.  As you can no doubt tell in the MCM, it was intended to have creature content, but the original author never ended up finishing it.  There is supposedly a Creature Addon in Nuascura's Ponzi dump that you can check out if you still have problems with the YK interface.

 

Jumping in and suddenly demanding why no defeat mod fits your specific vision of what you want is kind of poor form, especially when you don't know what sort of work is needed to achieve what you want.   The mod makers are sharing what they've created in their own free time, for free.  If you can't figure out why something doesn't go together in a way you want, you may want to do some research into that or failing that, realize that text based communication is really bad about conveying tone and work to not sound like you're attacking people doing stuff for you, for free.

Posted (edited)
13 hours ago, Emerald982 said:

I really don't know what your problem is.

My problem was with your tone.

 

You can't seriously expect to write "Why on earth is it so impossible to <make a mod that I want>, at least then add <the thing that i want>, or teach the guys <to make the thing that I want> because I can't <find the mod that works for me> and I am sick and tired" and expect sympathy or any sort constructive discussion.

 

Then proceed to double down that "you could simply explain, why <am I not doing the thing that you want> because it makes no sense whatsoever"

 

... and then, after sounding both rude and entitled, you're asking me what's my problem?

 

Either you don't know how to express your thoughts in a respectful matter (here's a hint - start by saying "please" and "thank you" more often instead of "i'm sick of it" and "do this or do that") - or you suffer from a main character syndrome and somehow assume that someone uploading a piece of hobby-made free software is somehow binding to do anything on top of that.

 

Buddy, it's all goodwill based, and when someone arrives in such a manner like you did, all goodwill goes out of the window.

 

13 hours ago, Emerald982 said:

When using both at the same time, PD doesn't fire for me at all.

Works for me, I've used both of them alongside for a while - not with creatures, though, for humans.

Edited by krzp
Posted

Hi everyone, I have never seen any DD devices used on my character other than the ropes when defeated. DD itself is working fine, restraints chance under restraints tab is set to 100%, as well as gag and blindfold chance, what should I do to solve this?

Posted (edited)
21 hours ago, Emerald982 said:

why this hasn't been done before

 

The funny thing is, this was available before. The old, pre-Acheron version (1.2) of Yamete Kudasai, from what I remember, included all of the features of the up-to-date Yamete Kudasai, but also had a (relatively primitive) post-defeat system that included Simple Slavery, SD+, etc, and everything also worked with creatures (though it's a bit weird for a wolf or troll to sell you off into slavery 🤣).

 

I recently lost all of my mods and have to rebuild from scratch, so I've been looking around to see if anyone still has a copy of that Yamete version, since it's not available for download anymore. Like you, I'm not a huge fan of downloading a dozen different mods when one was enough.

Edited by ohsnapdragon
Posted (edited)
On 12/29/2024 at 8:42 AM, guliguliradish said:

4 Attack simple

Are you referring to Simple Defeat?
 

I personally tried having Acheron installed with the defeat probabilities set between PD and YK, in which case it would be PD for human enemies and YK for creatures.
 

I couldn't get that to work because with the latest versions of said mods the Acheron probability menu breaks and on top of that the YK related events were failing.. which caused infinite bleeding and corrupted saves.
 

Uninstalling YK works for me, although the creature defeats that Acheron itself provides are very basic and ugly..
 

Seeing that a lot of people had the same problem.. I decided to wait for updates that fix said bugs. That's why I was curious that you mentioned Simple Attack.. I didn't know about that mod and I can't find it.. is it a mod with an Acheron defeat result?


By the way.. @krzp really did a great job with Practical Defeat: (Re)Animated, it's a great mod and that's appreciated

Edited by petterparker
Posted

I have a small problem. After the initial stage of linking, the plugin "crashes". Often it looks like the linked character jumps into the air and tries to roll him into a donut. Sometimes the one who linked the character dies. After that, the last save is loaded or falls out to the menu. I tried to find logs, but I did not find any suitable ones :(

Posted
On 12/30/2024 at 11:25 AM, ohsnapdragon said:

 

The funny thing is, this was available before. The old, pre-Acheron version (1.2) of Yamete Kudasai, from what I remember, included all of the features of the up-to-date Yamete Kudasai, but also had a (relatively primitive) post-defeat system that included Simple Slavery, SD+, etc, and everything also worked with creatures (though it's a bit weird for a wolf or troll to sell you off into slavery 🤣).

 

I recently lost all of my mods and have to rebuild from scratch, so I've been looking around to see if anyone still has a copy of that Yamete version, since it's not available for download anymore. Like you, I'm not a huge fan of downloading a dozen different mods when one was enough.

 

Yeah it's a pain finding anything, but I believe there is a thread where the version you mean is also listed. I tested Pratical Defeat, SL Defeat (Bane) and Yamete Redux and Kudasai recently, and Redux was so slow, that enemies would attack you again and kill you before an event was firing. The events also did not work correctly anymore. So, I assume, that is even worse with the original. Kudasai is very barebones in contrast. But the combination of Practical Defeat and Yamete Kudasai may work for you. I got SL Defeat Bane to work just fine though and it covers all of these. PD's handling of followers is more robust though.

 

Posted
8 hours ago, Emerald982 said:

 

Yeah it's a pain finding anything, but I believe there is a thread where the version you mean is also listed. I tested Pratical Defeat, SL Defeat (Bane) and Yamete Redux and Kudasai recently, and Redux was so slow, that enemies would attack you again and kill you before an event was firing. The events also did not work correctly anymore. So, I assume, that is even worse with the original. Kudasai is very barebones in contrast. But the combination of Practical Defeat and Yamete Kudasai may work for you. I got SL Defeat Bane to work just fine though and it covers all of these. PD's handling of followers is more robust though.

 

No, it wasn't that - that's an old version of Yamete. There was a version of Kudasai that didn't require Acheron, made in ~2022 I believe, that had all of the different options.

Posted
On 12/30/2024 at 2:01 PM, petterparker said:

That's why I was curious that you mentioned Simple Attack.. I didn't know about that mod and I can't find it.. is it a mod with an Acheron defeat result?

Simple Assault is one of the download options in Simple Outcomes. Maybe that's the mod... ?

Posted (edited)

Hi, krzp, nice to see you again!


I tried to fix the function EquipRestraints of the PD_RestraintsManager in order to use DDeOutfit currectly. By the way I modifed the length of the DDeOutfit. 


I apologize for making minor modifications to the PD without your permission. If this behavior has offended you, please provide me with timely feedback and I will delete it immediately.PD_RestraintsManager.zip

 

Edited by WE new high v
Posted

Is this supposed to work with Vampires? Everything else works well, but vampires skip straight to restraining event. No robbery happens too.

Posted

Hello author, thank you for creating this excellent mod. I have a strange problem now. After being robbed and rescued to a hotel, when I get up from bed, the person who robbed me suddenly refreshes in front of me and starts attacking me. Is there a solution?

Posted (edited)
On 12/28/2024 at 11:12 PM, Emerald982 said:

I have to say this as this frustrates me so much.

Why on earth is it so impossible to make a Defeat system that covers all types of enemies, that then also actually works with follower handling. SL Defeat can't do the later. This one can't do the first. YK doesn't work with custom followers either.

 

I understand if you don't want that type of creature content, but at least then add options to deal with creatures. Or teach the guys over at SL Defeat how to deal with custom followers. Because I can't, for the life of me, find a defeat system that unifies this. And I am so sick and tired of having to frankenstein them kinda together. It is not even about the whole adult content for me, just to have one mod that covers all these options if you want them or not. Naked Defeat btw can't teleport players/followers away either.

 

 

some other works as hell with ALL enemy, why people complain so much, you got problem try another, you're not happy with what it does, try another

Edited by Myu77 - AmoGlobine
Posted

I got a strange issue with this mod, and I'd like to hear if this is a general problem or I am alone in this.

 

Basically, as far as I can tell, all parts of this mod works perfectly except for one minor, fairly important detail:

 

If I have a follower with me at the time of defeat (I use EFF), after the selected event has completed and the user is teleported to the new destination (whether it is the simple slavery auction house or the Rescue event, etc.) the primary aggresor, in my game, is always teleported to the player shortly afterwards and starts attacking the player. If robbery is enabled, it will always be the robber.

 

This ONLY happens for me if I have a follower at the time. If I do not have a follower the aggressor is not teleported to the player destination. For me, this behavior is completely consistent.

 

As such the only way for me to "continue" the game after such an event is console-killing him, which kinda ruins the "robbery" mechanic.

Posted

I tried using the amputator options by setting everything to 100% (limbs chance) and max level at 3.

But when the event triggers it will always only remove hands and feet at most. No complete limb removal at all.

You have to be defeated multiple times in a row for more than that to happen.

 

Other than that, I tested setting the event chance at 100%, but sometimes it will not trigger after a defeat.

 

Enjoying the events happening after defeats and all. Thanks for the mod.

 

 

I'm going for a 'hardcore' run with an amputation event at 1~5% as a run ending possibility and it does make you pause before engaging in battles and makes ambushes and caves thrilling.

Is there a way to have a fame increase the chances of misfortune happening?

(I was trying to have the tattoo fame from SLSF Fame Reloaded using alpia tattoos to increase chances, but I can't understand the loop on the amp manager at all.)

 

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