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Practical Defeat: (Re)Animated


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Posted
18 hours ago, Loki15kun said:

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.)

 

Can you create a script about 'amputation' and associate it with a PD patch? If possible, I can provide the meshes for amputation

Posted
4 hours ago, guliguliradish said:

Can you create a script about 'amputation' and associate it with a PD patch? If possible, I can provide the meshes for amputation

Unfortunately, currently I can't.

I'm still trying to understand how everything works and how to set up the papyrus enviroment in skyrim ae.

Posted

My character was defeated and the Robbery quest began... to Mihael goblins. No animations (with P+ at least) work with them, so I kept seeing a Fatal error in console about failure to add an actor. My character is stuck hogtied, unable to move or do anything, no animations are playing... I can't find a way to re-enable controls (EPC doesn't work). Might have to go back a save, which would really suck.

 

I've always wondered why Acheron and PD never had debug options to force release the character. I'm aware of Acheron Release Player, that's also not working atm. I cannot unequip the wrist and ankle binds. Any help?

Posted
5 hours ago, MysticDaedra said:

I cannot unequip the wrist and ankle binds. Any help?

Did you try the option in Devious Devices to remove all dd items? Might be worth a try. Also, if you have Dev. Foll. you can look at the debug menu. There are options to remove various items, I think cuffs are included, iirc.

Posted
7 hours ago, Seeker999 said:

Did you try the option in Devious Devices to remove all dd items? Might be worth a try. Also, if you have Dev. Foll. you can look at the debug menu. There are options to remove various items, I think cuffs are included, iirc.

I don't have devious followers at the moment, waiting for whomever takes that on to update before reinstalling. I do have DD, obviously, so I'll give that a try (I usually avoid using that option, but yeah).

Posted

So, as I suspected, the DD terminate function does not work with PD wrist and ankle ropes. It'll remove devious devices, but it will not remove the scene restraints added by PD. This needs a debug function for sure, and/or better dead actor handling. I.e., succubus mod (there are several) kills the single actor involved in the defeat scene, but the PC remains bound and unable to move or do anything, as that actor was required to unbind and resolve the PD scene.

Posted (edited)

I tried understanting the amputation manager code with the looping limbs and all. But I was unable to understand it.

 

I did discover that amputator framework factions have 4 levels and they don't go from 0 to 3 they go from -1 to 2.

Like this: (rank -1 limb is healthy, rank 0 missing first part of the limb, rank 1 missing second part of the limb, rank 2 missing entire limb)

 

So I rewrote it. (I don't consider my code good, but it works. Feel free to incorporate or use it as guide.)

The changes:

- It will always apply the max level amputation you set on the MCM (0 - to ignore / 1 hands or feet / 2 lower arms or legs / 3 entire limb)

- If the amputation event was triggered, but no limb was picked, it will always remove one limb in the following order as long as the limb chance is greater than 0: right arm, left arm, right leg, left leg.

-  Adjusted the AmpLimbExists so it applies the adjustment difference from rank to level (add +1)

- Chances are per limb, so if you're lucky or unlucky you can lose everything (or just set it 100% so whoever defeats your char, ruins the character life)

- As far as I've seen only left for dead and rescue can end with amputation happening

 

Ramblings:
 

Spoiler

Things I wanted to do, but still don't know how:

Since the entire limb removal looks strange  once you get max level for all limbs (quad) the better way would be to apply amputator rank 1/level 2 (second part of the limb) to all limbs and equip an adjusted mesh.

Unfortunately I don't know how to get the armor from an external source/plugin that is not the PD esp. Also I don't know how to lock it so it will not unequip if the clothes toggle is on.

(I will look how the DDEquip call works for custom outifts, Wish me luck)

 

Personally I believe the better way would be to create new release events and scenes as a PD plugin. But I don't understand quest/fragment/topics at all.

 

Install:

Just overwrite the scripts and adjust your settings.

 

 

PDAmpManagerAdjust 0474.zip

Edited by Loki15kun
Posted

Anyone know how to install the addons like creature comfort and simple events? when i try to install in MO2 they give me an error that the data folder isn't right

Posted

Anyone can share their settings they're using to get this to work with followers? every time I try to get my follower involved they "manage to flee". Am I missing something?

Posted

99% of the time the entire defeat gets stuck and my captor just stands there clapping. Completely softlocks me and I gotta reload the last save. Anyone know why? :confused:

Posted
On 1/29/2025 at 2:19 AM, MysticDaedra said:

My character was defeated and the Robbery quest began... to Mihael goblins. No animations (with P+ at least) work with them, so I kept seeing a Fatal error in console about failure to add an actor. My character is stuck hogtied, unable to move or do anything, no animations are playing...

 

I'm also getting Fatal errors in console with no animations playing using the latest Discord versions of p+ (2.13.4) and the SLSB conversions pack (0.9b), though so far without getting "stuck" at the end.  Animations are working (more or less) in other settings (eg Sexlab Matchmaker).

Posted (edited)
On 2/20/2025 at 5:34 PM, Tearoth said:

Does this have creature support?

No, as far as I remember this mod has no result in Acheron for being defeated by non-human creatures.
You can also install "Creature Comforts", it is an event result of being defeated by bandits. Where they will call their dogs or horses to have fun with you.


Updated: For creature defeats on Acheron there is Yamete Kudasai and Naked Defeat. But beware, the last time I tried to install Yamete Kudasai it resulted in a corrupted save, Acheron MCM broken and a frozen draw event (no progress).
As for Naked Defeat, I never tried to use it with Acheron. In fact I just found out about their integration by reading about it on their own website.

Edited by petterparker
Posted

I recently deleted all my mods and started my new mod installation from scratch.

I tried to add this mod to the list but I'm getting a bug.. when defeated, the fight animations start correctly and then, while the heist is ending and I should start crawling to find a better spot, my character just dies.
 

Any idea what could be happening?

Posted

I have a question about settings: Between Acheron and PD, what are the best settings to maximize the chances of an assault defeat event? Even setting rescue and left for dead to 0 didn't result in an assault. I don't think anything is broken, I just think I need to tweak something but I don't know what else I can/should look at. Acheron is more complicated to my mind than other defeat mods I've used.

Thanks for your help.

Posted (edited)
On 12/29/2024 at 8:42 PM, guliguliradish said:

おい、クリーチャーコンテンツが欲しいしPDも使いたいなら、こうすればいい:
1 sexlab 1.63.
2 Acheron
3 PD
4 Simple attack

次に、Acheron で PD の確率を 99%、単純攻撃の確率を 1% に設定すると、目的の結果が得られます。

This is true for me.
I leave this message for my comrades who want creature contents.
In this context, “Simple attack” means https://www.loverslab.com/files/file/26640-simple-outcomes-for-acheron/
If you are worried about stepping on the link, check out 'Simple Outcomes for Acheron'.

Edited by matuegai
To make it easier to search
Posted
On 1/25/2025 at 8:39 AM, Seeker999 said:

What exactly is Quick Defeat? Does it just bypass all other mechanics and sends you straight to a defeat consequence?

iirc, Ponz added quick defeat because I complained a couple of times that the regular defeat sequence takes ages to complete - so yeah, it was supposed to bypass most of the talking, crawling, etc 😆 Don't remember if it bypasses the SL events as well.

 

On 1/31/2025 at 9:02 PM, Loki15kun said:

I tried understanting the amputation manager code with the looping limbs and all. But I was unable to understand it.

 

So I rewrote it. (I don't consider my code good, but it works. Feel free to incorporate or use it as guide.)

Thank you, I don't use Amputator myself - but I'll include this when I'll get around to make another update to PD. 😊

 

On 2/24/2025 at 8:37 AM, petterparker said:

I tried to add this mod to the list but I'm getting a bug.. when defeated, the fight animations start correctly and then, while the heist is ending and I should start crawling to find a better spot, my character just dies.

As an idea, you can try this.

Posted
On 1/9/2025 at 10:20 AM, Seeker999 said:

Hi, is there a place where the settings are explained? Remembrance, for instance?

Remembrance, if I'm not mistaken, deals with how long the enemies remember that they've defeated your character, should you run into them again and get defeated again.

Posted

The qte struggle keeps getting interrupted; the aggressor comes out of the struggle and starts doing "sarcastic clap".  Any idea how to prevent this?

Posted
4 hours ago, no_way said:

The qte struggle keeps getting interrupted; the aggressor comes out of the struggle and starts doing "sarcastic clap".  Any idea how to prevent this?

That sounds like Spectator Crowds is doing something - tho, I've got Crowds installed as well, it's been working for me...

 

If you've got SC, perhaps try turning on "React only to player SL scenes" setting and see if that fixes it?

Posted
On 3/7/2025 at 9:15 PM, no_way said:

The qte struggle keeps getting interrupted; the aggressor comes out of the struggle and starts doing "sarcastic clap".  Any idea how to prevent this?


I'm having this exact issue too and I do not have Spectator Crowds installed. I'm wracking my brain trying to figure out what is causing this but I simply can't find anything.

Posted (edited)
On 3/9/2025 at 5:23 PM, redredred333 said:

I'm having this exact issue too and I do not have Spectator Crowds installed. I'm wracking my brain trying to figure out what is causing this but I simply can't find anything.

Hi,

If you have a solution, I'd love to hear it.
I have this problem too.

Edited by alain31
  • 2 weeks later...
Posted

Hi @krzp, thanks a lot for reviving this. I've done some edits for myself I'd like to share. If you are interested, feel free to integrate them here.

Primarily I added basic creature support. This are mostly script edits, no specialized scenes or new quests (not experienced and invested enough). This is not extensively tested, but some basic scenarios worked fine. I did not touch DD or Amputation etc. There are some bugfixes too, but nothing major regarding humans, and some refactoring.

 

Patch file provided here is based on Practical Defeat ReAnimated 0.4.7 v4, and requires it as base.


Changelog:

Spoiler

- Feature: Allow creatures as aggressors.

- Feature: Allow excluding SL animation tags by '-' prefix
- Bugfix: Scene PD_EventRegularRelease was started twice, once via flag "begin on quest start" in esp, once via script PD_RegularRelease.Start, removed the flag. Not sure about Human encounter effects, might have been fine. For creatures it should not start at all (approaching victims to release restraints, some taunting). It would start PD_Timeout.Begin 30s from phase 1 scene fragment 20, with happy path being the timer cancelled on phase 2 fragment 21. For creatures the release quest is finished by script though, local release triggered with 15 seconds to flee. No matter how far we run, after 30s the creature was teleported next to player hiding in the bushes from PD_Timeout.OnUpdate, for another happy surprise.
- Bugfix: EventScript property for the LocalRelease-quest was wrong type (assigned to Kidnapped by Rieklings instead of RegularRelease, maybe others too)
- Bugfix: Removed some obsolete script properties from esp to get rid of harmless error logs.
- Bugfix: Satisfied actors could get repeated scenes, as they were not removed from the aggressor pool passed to the events. Removed satisfaction counters from DefeatHandler, to get rid of redundant logic. Rely instead on aggressor pool shrinking via satisfaction, till events no longer find enough valid aggressors. Added some checks for a clean exit when no valid event is found.
- Bugfix: Events could yield true for CanSelect, but fail on Select, as Anim-selection was not identical (CanSelect without tags). For humans there were probably always selectable anis, but for creatures options might be more sparse.
- Optimization: CanSelect remembers result for potential follow-up select, so select doesn't have to search again.
- Refactor: Changed logic for selecting valid aggressors, valid gender combinations, valid animations

Credits: Ponzi and krzp of course, and I nicked some code snippets from Scrab's YK.

Practical Defeat ReAnimated Creature Patch 0.5.7z

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