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Practical Defeat: (Re)Animated


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Posted
On 3/26/2025 at 7:05 PM, LittleVampire said:

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.

Thank you - love to see PD becoming a truly community managed mod! ☺️Hope ponzi is going to be proud that he made something that so many different people want to contribute to.

 

I don't play with creatures myself, but I don't see a problem of merging this in for those who do, as long as it doesn't break anything else - so I'll give your archive a try soon-ish 👍My only concern is that, iirc, ponzi had some sort of a separate add-on for PD's creature support, that should be in the dump somewhere - Creature comfort or something like that. I'd suppose your edit makes it obsolete?

Posted
17 hours ago, krzp said:

My only concern is that, iirc, ponzi had some sort of a separate add-on for PD's creature support, that should be in the dump somewhere - Creature comfort or something like that. I'd suppose your edit makes it obsolete?

No, not if I'm reading @LittleVampire's changelog correctly. I suppose there might be some overlap, but as I recall at least some Creature Comfort scenes are initiated by the bandits (or whomever) defeated you deciding you need a little 4-legged lovin'. Not a straight up 'get defeated by wolves get f**d by wolves.'
From the mod notes

Spoiler
  • Knotty by Nature: your whimpering has unfortunately reminded your captors of a particular animal. Fortunately, they know how to put a stop to your bellyaching.
  • Horse Riding: you've rudely spooked one of your captor's horses during the fight. Luckily, they've just found a brand new mare to calm him down.

 

Posted

I have a scrange proble. I use SexLab P+ (last version from Citadel Discord) and the last version of Pactical defeat wiithou any addons. 

everything works fast until sex phase. All characters just stand on their places and nothing happens then after like 1-5 min sex scene sctarts. Papyrus log is empty it just spams some SLSF notifications nothing related to PD


 

Posted

Thank you for taking care of this mod krzp, and for the continued updates. 

 

I was wondering if there was a way for this mod to remember settings across playthroughs.  Either the way Acheron does, or if one of those MCM settings loader type mods would be possible.   

 

I tried to look at the mod in SSEdit yesterday to see if there was any way to set defaults there, but didn't find anything.

 

Thank you for your work!

Posted
On 3/26/2025 at 4:05 PM, LittleVampire said:

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:

  Hide contents

- 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 60.51 kB · 38 downloads

what successful engagements did you find actually worked in your testing? tried it with the new update with the wolves outside riverwood, the one leading up to bleak falls, and the draugr inside, all engagements failed.

Posted
On 4/8/2025 at 7:48 PM, RustyOldSword said:

I have a scrange proble. I use SexLab P+ (last version from Citadel Discord) and the last version of Pactical defeat wiithou any addons. 

everything works fast until sex phase. All characters just stand on their places and nothing happens then after like 1-5 min sex scene sctarts. Papyrus log is empty it just spams some SLSF notifications nothing related to PD


 

I also noticed that if I enable/disable agressor npc it unstack everything and quest and a sex scene starts correctly and very fast

Posted
On 3/26/2025 at 7:05 PM, LittleVampire said:

Primarily I added basic creature support.

I've merged this in in 0.4.8, thanks again ☺️

 

A question, doesn't Acheron itself need a yaml config to make sure it passes creature defeats to PD?

 

Something like that:

 

Version: 1
Name: Practical Defeat Creatures
Description: Get assaulted by creatures
Quest: 0x800|Practical Defeat.esp

Priority: 30
Cooldown: 0
InCombat: false
Teleport: false
Hidden: false

Conditions:
  Assailant:
    RaceType:
      - Human: false
      
Requirements:
  - Sexlab.esm

 

Posted
19 hours ago, krzp said:

I've merged this in in 0.4.8, thanks again ☺️

 

A question, doesn't Acheron itself need a yaml config to make sure it passes creature defeats to PD?

 


Great, thanks! Seeker999 is right, Creature Comforts didn't seem to match what I wanted to achieve. The main selling point for PD for me was proper follower support.

Of course you are right about the yaml, I forgot to include this edit. I just deleted the condition block from SKSE\Acheron\Consequences\Hostile\Practical Defeat.yaml:

Conditions:
  RaceType:
    - Human

Practical Defeat ReAnimated Creature Patch - yaml.zip

Posted
On 4/11/2025 at 9:09 PM, Lillithcometh said:

what successful engagements did you find actually worked in your testing? tried it with the new update with the wolves outside riverwood, the one leading up to bleak falls, and the draugr inside, all engagements failed.

sorry about this, please use the yaml edit above. I tested rieklings and draugrs vs male pc + fem follower mainly.

Posted
43 minutes ago, LittleVampire said:

I just deleted the condition block from SKSE\Acheron\Consequences\Hostile\Practical Defeat.yaml:

I've looked at yamete and it had two separate yamls for humans and critters - do you know if there is any benefit to having separate ones in PD as well?

I'd imagine that having them disabled in Acheron would skip creature defeat processing at an earlier stage 🙂

Posted
36 minutes ago, krzp said:

I've looked at yamete and it had two separate yamls for humans and critters - do you know if there is any benefit to having separate ones in PD as well?

I'd imagine that having them disabled in Acheron would skip creature defeat processing at an earlier stage 🙂

Sounds like a good idea, I'll try it sometime soon - not doing much skyrim atm. It would make the creature mcm option a bit redundant, but keeping it shouldn't hurt either.

  • 2 weeks later...
Posted

Chipping in a bit of testing insight for creature support specifically, since I'd love to avoid the Practical Defeat & Yamete Kudasai setup we've had to use as an alternative.

 

  • SL works for PC, PC x NPC, and PC x Creature animations.
  • Defeated PC by NPC works as expected, struggles too.
  • Defeat by a creature doesn't seem to work properly yet, at least not for PC x Creature defeats. Haven't tried Follower x Creature.
  • Using v0.4.8 of PD with the adjusted config from LittleVampire, but on defeat creatures seem to try starting a scene, then quit with a message reporting that "they're finished with you", then giving me 15s to run away before turning hostile again.
  • (Might be some details I missed, but my power went out mid message, so I'm trying to write from memory lol)

My guess is something causes the creatures to skip their scene and go right to the end of the defeat event. I've touched very little script code with Skyrim, but I'm happy to provide more info or test more if needed. Would love to help flesh out creature stuff before starting a new save!

Posted (edited)

I may have found the issue. Here's a log from PD for extra info:

Note, Actor FF0018CA in the below log is a wolf with base id 00023ABE. P+ is being used as well instead of SexLab on its own.

 

Spoiler
[04/24/2025 - 10:24:52AM] PD: (Info) Starting up defeat player victim rank = 0
[04/24/2025 - 10:24:52AM] PD: (Info) Suspending DHLP
[04/24/2025 - 10:24:52AM] PD: (Info) IsHuman: False, UseRestraints: False
[04/24/2025 - 10:24:52AM] PD: (Info) Starting approach
[04/24/2025 - 10:24:52AM] PD: (Info) Victims: [[Actor < (00000014)>]]
[04/24/2025 - 10:24:52AM] PD: (Info) Remembers = False ShortDefeat = False SkipRobbery = False SkipEvents = False
[04/24/2025 - 10:24:52AM] PD: (Info) Aggressors: [[Actor < (FF0018CA)>]]
[04/24/2025 - 10:24:52AM] PD: (Info) Ending approach
[04/24/2025 - 10:24:52AM] PD: (Info) Skipping struggle
[04/24/2025 - 10:24:52AM] PD: (Info) Starting robbery
[04/24/2025 - 10:24:52AM] PD: (Info) Spinlock preventing intro from starting
[04/24/2025 - 10:24:52AM] PD: (Info) Setting up Event loop
[04/24/2025 - 10:24:52AM] PD: (Info) Prepping next round
[04/24/2025 - 10:24:52AM] PD: (Info) Male left: 0 Female left: 0 Aggressors left: [[Actor < (FF0018CA)>]]
[04/24/2025 - 10:24:52AM] PD: (Info) ------- START Selecting random weighted event START ------- 
[04/24/2025 - 10:24:52AM] PD: (Debug) Trying to find 1 aggressors for vic gender 1
[04/24/2025 - 10:24:52AM] PD: (Debug) Victim gender 1 vs agg gender 2 allowed: TRUE
[04/24/2025 - 10:24:52AM] PD: (Debug) Creature race Wolves allowed: TRUE
[04/24/2025 - 10:24:52AM] PD: (Debug) Picked creature aggressors 1
[04/24/2025 - 10:24:52AM] SEXLAB - [sslCreatureAnimationSlots <SexLabQuestRegistry (140664FB)>] GetByRaceKeyTags(ActorCount=2, RaceKey=Wolves, Tags=Aggressive,FC, TagsSuppressed=, RequireAll=TRUE)
[04/24/2025 - 10:24:52AM] SEXLAB - [sslCreatureAnimationSlots <SexLabQuestRegistry (140664FB)>] _GetAnimations returned 0 animations
[04/24/2025 - 10:24:52AM] PD: (Info) No anims found, falling back to no tags search
[04/24/2025 - 10:24:52AM] SEXLAB - [sslCreatureAnimationSlots <SexLabQuestRegistry (140664FB)>] GetByRaceKeyTags(ActorCount=2, RaceKey=Wolves, Tags=FC, TagsSuppressed=None, RequireAll=TRUE)
[04/24/2025 - 10:24:52AM] SEXLAB - [sslCreatureAnimationSlots <SexLabQuestRegistry (140664FB)>] _GetAnimations returned 0 animations
[04/24/2025 - 10:24:52AM] PD: (Debug) CanSelect 2P Sex: no anims found
[04/24/2025 - 10:24:52AM] PD: (Info) 2P Sex Valid = False Weight = 100
[04/24/2025 - 10:24:52AM] PD: (Debug) Trying to find 2 aggressors for vic gender 1
[04/24/2025 - 10:24:52AM] PD: (Debug) Victim gender 1 vs agg gender 2 allowed: TRUE
[04/24/2025 - 10:24:52AM] PD: (Debug) Creature race Wolves allowed: TRUE
[04/24/2025 - 10:24:52AM] PD: (Debug) No valid aggressors
[04/24/2025 - 10:24:52AM] PD: (Debug) CanSelect 3P Sex: no valid aggressors
[04/24/2025 - 10:24:52AM] PD: (Info) 3P Sex Valid = False Weight = 100
[04/24/2025 - 10:24:52AM] PD: (Debug) Trying to find 3 aggressors for vic gender 1
[04/24/2025 - 10:24:52AM] PD: (Debug) Victim gender 1 vs agg gender 2 allowed: TRUE
[04/24/2025 - 10:24:52AM] PD: (Debug) Creature race Wolves allowed: TRUE
[04/24/2025 - 10:24:52AM] PD: (Debug) No valid aggressors
[04/24/2025 - 10:24:52AM] PD: (Debug) CanSelect 4P Sex: no valid aggressors
[04/24/2025 - 10:24:52AM] PD: (Info) 4P Sex Valid = False Weight = 100
[04/24/2025 - 10:24:52AM] PD: (Debug) Trying to find 4 aggressors for vic gender 1
[04/24/2025 - 10:24:52AM] PD: (Debug) Victim gender 1 vs agg gender 2 allowed: TRUE
[04/24/2025 - 10:24:52AM] PD: (Debug) Creature race Wolves allowed: TRUE
[04/24/2025 - 10:24:52AM] PD: (Debug) No valid aggressors
[04/24/2025 - 10:24:52AM] PD: (Debug) CanSelect 5P Sex: no valid aggressors
[04/24/2025 - 10:24:52AM] PD: (Info) 5P Sex Valid = False Weight = 100
[04/24/2025 - 10:24:52AM] PD: (Info) No event selectable for [Actor < (00000014)>]
[04/24/2025 - 10:24:52AM] PD: (Info) Unsatisfied Aggressors for next round: [[Actor < (FF0018CA)>]]
[04/24/2025 - 10:24:52AM] PD: (Info) Active Aggressors: []
[04/24/2025 - 10:24:52AM] PD: (Info) Idle Aggressors: [[Actor < (FF0018CA)>]]
[04/24/2025 - 10:24:52AM] PD: (Info) Returning queue: []
[04/24/2025 - 10:24:52AM] PD: (Info) Defeated by creatures - skipping robbery
[04/24/2025 - 10:24:52AM] PD: (Info) Starting event loop
[04/24/2025 - 10:24:52AM] PD: (Info) Start or End Next Round 3 0
[04/24/2025 - 10:24:52AM] PD: (Info) Stopping loop
[04/24/2025 - 10:24:52AM] PD: (Info) Starting release event
[04/24/2025 - 10:24:52AM] PD: (Info) ------- START Selecting random weighted event START ------- 
[04/24/2025 - 10:24:52AM] PD: (Info) Regular Release Valid = TRUE Weight = 100
[04/24/2025 - 10:24:52AM] PD: (Info) ------- END Selecting random weighted event END ------- 
[04/24/2025 - 10:24:52AM] PD: (Info) Selected release event: [PD_RegularRelease <alias playerAlias on quest PD_Main (FE15E801)>]
[04/24/2025 - 10:24:52AM] PD: (Info) Starting release quest
[04/24/2025 - 10:24:52AM] PD: (Info) Clearing victims
[04/24/2025 - 10:24:52AM] PD: (Info) Clearing Prisoner
[04/24/2025 - 10:24:52AM] PD: (Info) Unrestraining [Actor < (00000014)>]
[04/24/2025 - 10:24:52AM] PD: (Info) Starting local release timer

 


PD goes through everything fine, but when checking for anims with a creature aggressor and a female victim, the tag is backwards. All the creature anims in any SLAL pack I have are tagged as 'CF', not 'FC' like PD searches for, causing it to fail to find a valid animation and just skipping to a regular release event.

 

Not sure why, but its also skipping the struggle minigame for creatures when it shouldn't be. I have the Struggles QTE mod (instead of the extension library for Acheron since they're the exact same thing), and it works as expected for MF human pairings, but the log reports struggles are simply being skipped.

 

 

EDIT:

'PD_DefeatHandler' has a check on line 276 specifically for:
 

if Config.StrugglesEnabled && IsHuman
	# Do struggle stuff

else
	Util.LogInfo("Skipping struggle")

 

Which seems to be why creatures fail to start the struggle minigame. Shouldn't need the 'IsHuman' check anymore, and I'm 99% sure the Struggle QTE/Acheron Extension Library struggle minigame includes struggle anims for all creatures.

Tried looking into why PD is grabbing a 'FC' tag instead of 'CF', but couldn't find any declaration of the tag, not too sure how tags work there. I'm guessing these are defined in a script from SexLab, or theres some concatenation of aggressor gender + victim gender somewhere in PD to get that pairing tag, and the concatenation is done backwards.

Edited by fluffyvault
Posted
15 hours ago, fluffyvault said:

I may have found the issue. Here's a log from PD for extra info:

PD goes through everything fine, but when checking for anims with a creature aggressor and a female victim, the tag is backwards. All the creature anims in any SLAL pack I have are tagged as 'CF', not 'FC' like PD searches for, causing it to fail to find a valid animation and just skipping to a regular release event.


Tried looking into why PD is grabbing a 'FC' tag instead of 'CF', but couldn't find any declaration of the tag, not too sure how tags work there. I'm guessing these are defined in a script from SexLab, or theres some concatenation of aggressor gender + victim gender somewhere in PD to get that pairing tag, and the concatenation is done backwards.

Interesting, thanks!

 

I believe the tags are being declared in GetAnimations in PD_Util, line 192

 

string[] tags = GetTags(GetGender(victim), aggGender, aggressors.Length)

 

anims = SL.GetCreatureAnimationsByRaceKeyTags(aggressors.Length + 1, GetRaceKey(aggressors[0]), tags[2], none, true)

 

So, presuming the victim here returning F, the creature will return C in this case, and that will give ouf the FC tag instead of the CF?

Posted (edited)
18 hours ago, krzp said:
string[] tags = GetTags(GetGender(victim), aggGender, aggressors.Length)

 

anims = SL.GetCreatureAnimationsByRaceKeyTags(aggressors.Length + 1, GetRaceKey(aggressors[0]), tags[2], none, true)

 

So, presuming the victim here returning F, the creature will return C in this case, and that will give ouf the FC tag instead of the CF?

 

You're welcome!

 

AH, I MAY have got a fix, potentially.... someone will have to edit and compile the script though, unless I can get all the source scripts together myself. But, if I'm right, this should be a simple fix. Happy to help test with the edited script though if provided or I'm able to compile.

(Snipped from SexLab script SexLabUtil.psc, lines 93 to 108)

string function GetGenderTag(int Females = 0, int Males = 0, int Creatures = 0) global
    string Tag
    while Females > 0
        Females -= 1
        Tag += "F"
    endWhile
    while Males > 0
        Males -= 1
        Tag += "M"
    endWhile
    while Creatures > 0
        Creatures -= 1
        Tag += "C"
    endWhile
    return Tag
endFunction


So currently on line 184 of PD_Util when it gets the gender tag for say a scene with a female and a wolf (like my debug log in a previous comment), it calls SexLab.GetGenderTag(1, 0, 1), meaning PD wants a gender tag for one female with one creature. Issue is, because the function appends 'F' first, 'M' second, and 'C' third to create said gender tag, it does it backwards since 'C' should come before 'F' in this case for the gender tag.

The (potential) fix?

  • Instead of 'SL.GetGenderTag()' use 'SL.GetReverseGenderTag()', found on lines 110 to 125 in SexLabUtil.psc. This should flip the order of appending gender characters (from F/M/C to C/M/F, hence 'backwards'), giving us 'CF' as the gender tag as we wanted.
  • Add an if statement around the assignment of the gender tag in PD_Util.psc to check if it should use 'SL.GetGenderTag()' (only male or females involved), or if it should use 'SL.GetReverseGenderTag()' for defeat scenarios involving a creature with a male or female.

Should look something like this, have never written Papyrus code before, so it might need some polish:

 

(Take line 184 in PD_Util.psc)

string genderTag = SL.GetGenderTag(genderCount[1], genderCount[0], genderCount[2] + genderCount[3])

 

(And replace it with this)

string genderTag = ""
if aggGender <= 1
    ; Only males and females are involved
    genderTag = SL.GetGenderTag(genderCount[1], genderCount[0], genderCount[2] + genderCount[3])

else
    ; Creature is involved with male or female, must use GetReverseGenderTag instead!
    genderTag = SL.GetReverseGenderTag(genderCount[1], genderCount[0], genderCount[2] + genderCount[3])
                
endIf

 

(Should look something like this)

image.png.606858efd24d304f2bfdf8dd98657f9d.png

So now when it gets tags for a defeat scene with a male and female, it uses 'SL.GetGenderTag()' and returns MF as expected, and if a creature with a female is involved, it calls 'SL.GetReverseGenderTag()' and should return CF as expected.

Fingers crossed this is the fix 😅

Edited by fluffyvault
Posted

the followers are not getting defeated. only the pc. everything for the pc works , but the followers just get ignored after being sent to bleedout. do i have to tweak certain settings to make the followers also get defeated ? 

 

Posted
On 11/30/2024 at 2:21 AM, InubashiriMomizi said:

My surrender function is malfunctioning, they just tied me to the ground and nothing happened, just applauding beside me every once in a while

 

Is this normal?

Bumping this. I feel like I've tried everything and haven't found a fix

Posted (edited)

So I changed a few things, and appear to have gotten creature x female working, kinda.. I'm not good at scripting, so I'm hoping this is somewhat helpful or serves as a starting point for someone more experienced with SL scripting and has a better understanding of PD's code.

 

In PD_Util, I changed:

  • (Lines 185 - 210) How the gender tag is assigned. GetReverseGenderTag() in SexLabUtil.psc is the exact same function as what I'm doing when creatures are involved, but I'm not sure how to access it. There is no GetReverseGenderTag() in SexLabFramework.psc, so simply doing SL.GetReverseGenderTag() reports a compilation error in the Creation Kit.
  • (Lines 221 - 227) How creature animations are got. It's entirely just testing code for trying a different function for getting animations, it takes in the amount of actors, array of actor objects, the tags to include, tags the exclude, and whether they're all required or not. Using 'SL.GetCreatureAnimationsByActorsTags()' instead of 'SL.GetCreatureAnimationsByRaceKeyTags()' did actually let a creature (Werewolf x female) animation start!

In PD_DefeatHandler.psc, I changed:

  • (Line 276) All I did was comment out the '&& IsHuman' condition here, since if creatures are being supported, theres no point checking if they're human or not. Commenting that IsHuman condition out made struggles for creatures work as expected.

 

Few oddities I noticed with my very scuffed edits to the script are:

  1. After the struggle minigame is failed, the player plays some kind of 'hugging' animation as the creature walks around, then the creature puts the player in the 'tied' position/animation, as if it were a human defeat. Jumping seems to cancel the animation, not sure if this is the basic creature support edits sharing code with the human defeat code or if its my scuffed edits doing something, but worth noting.
  2. The werewolf talked upon defeat. Their dialogue was "We're gonna run a train on your pretty little ass" which shouldn't be happening for creature defeats.
  3. Creatures went to use beds instead of using the player on the spot which seems odd, but likely linked (similar to note 1) to the logic for creatures using shared code that ends up having creatures follow the same behaviours/process for sex.
  4. Practical Defeat MCM doesn't seem to allow the sex tags to be edited. If I try remove 'Aggressive' from the 'Male Creature and Female Human', or add a tag to it, the tags just get reset back to 'Aggressive'. Due to this, of the 922 creature animations I have registered and enabled, a good few of which are for werewolves, SexLab only finds 2 default MNC animations that are tagged as aggressive.
     

I'll attach the modified scripts for future modders reference, but they are by no means a solution or fix to fully functioning creature support.

 

Will also attach the papyrus debug log, with the additional debug logging option in the PD MCM enabled. This is between a werewolf and female player, going through 1 animation start to finish, then finishing with the 'regular release' event.

 

EDIT: The below files are for debugging and helping to get full creature support, they're NOT INTENDED TO BE USED OUTSIDE OF MODDER REFERENCE. 20 people have downloaded my modified scripts, and I just want to make it clear that these shouldn't be used by users just wanting creature support.

 

 

Creature Support Test - Apr 29 2025.zip Log.txt

Edited by fluffyvault
Posted
On 4/29/2025 at 9:38 PM, fluffyvault said:

So I changed a few things, and appear to have gotten creature x female working, kinda..

 

Few oddities I noticed with my very scuffed edits to the script are:

  1. After the struggle minigame is failed, the player plays some kind of 'hugging' animation as the creature walks around, then the creature puts the player in the 'tied' position/animation, as if it were a human defeat. Jumping seems to cancel the animation, not sure if this is the basic creature support edits sharing code with the human defeat code or if its my scuffed edits doing something, but worth noting.
  2. The werewolf talked upon defeat. Their dialogue was "We're gonna run a train on your pretty little ass" which shouldn't be happening for creature defeats.
  3. Creatures went to use beds instead of using the player on the spot which seems odd, but likely linked (similar to note 1) to the logic for creatures using shared code that ends up having creatures follow the same behaviours/process for sex.
  4. Practical Defeat MCM doesn't seem to allow the sex tags to be edited. If I try remove 'Aggressive' from the 'Male Creature and Female Human', or add a tag to it, the tags just get reset back to 'Aggressive'. Due to this, of the 922 creature animations I have registered and enabled, a good few of which are for werewolves, SexLab only finds 2 default MNC animations that are tagged as aggressive.

Thank you for digging into this - my attempts at fixing this are all kinda limited by me not using creatures at all, so all help is greatly appreciated 🙏

 

1. This can be fixed by throwing an IsHuman check where function AnimPair is being called. This check was in the whole struggle section, if it's removed, I'd guess that it needs to be down the line to disallow the animation that was strictly designed for humans.

2. ... that one I don't know about, might be some dialogue conditions that allow for it, but I'm not sure if I want to mess with those 😅

3. I don't think this is on PD, but rather on Sexlab itself? I'm not sure if PD can affect scene furniture selection in any way...

4. I'll look into it 👍

Posted
10 hours ago, krzp said:

Thank you for digging into this - my attempts at fixing this are all kinda limited by me not using creatures at all, so all help is greatly appreciated 🙏

 

1. This can be fixed by throwing an IsHuman check where function AnimPair is being called. This check was in the whole struggle section, if it's removed, I'd guess that it needs to be down the line to disallow the animation that was strictly designed for humans.

2. ... that one I don't know about, might be some dialogue conditions that allow for it, but I'm not sure if I want to mess with those 😅

3. I don't think this is on PD, but rather on Sexlab itself? I'm not sure if PD can affect scene furniture selection in any way...

4. I'll look into it 👍


You're welcome! I'm more than happy to test out any adjustments you make and report back findings. Just let me know what to look for (behaviour wise and debug info in the log), include some debug logs, and I'll attach the log and any findings/observations here :)

1. Ah, that makes sense to me! I can give it some more testing, but from the two pairs I tried (werewolf x female, and wolf x female) both used their appropriate struggle animations every time.

2. Maybe? My guess is code wise it's putting humans and creatures through the same 'steps' of defeat, maybe there needs to be a 'IsHuman' check wherever the Actors are first brought together and they attempt to take gold/armor/weapons/jewelry/etc. I'm assuming the steps go something like:

Human: Defeat > Struggle > Bind > Rob things > Sex scenes > Release Event
Creatures: Defeat > Struggle > Sex scenes > Release Event
(if IsHuman, continue, else skip binding and robbing and just start a valid animation. Something like that for pseudo code if that helps at all)

3. I'm not too sure either, I know SexLab has an MCM option for bed selection, and I was testing this quick and dirty just on a new save in the Alternate Start cell in the Abandoned Prison, so theres a bed right there. I hadn't changed anything in the SexLab MCM, so that could be on my setup or whatever default settings P+ decided to set. It wouldn't surprise me though if SL has a way to just trigger an animation immediately and completely skip furniture selection that creatures could use, but I'm not entirely sure what all functions, if any, SL provides here.

4. Much appreciated!

 

Posted

I came across two bugs (v0.4.8 w/o any patches)

 

1) when I enable theft, the weapons lose their tempering. The weapons were legendary when the bandit stole them, but ordinary when I got them back.

 

2) when surrendering to one bandit, the rest of the gang stays hostile for quite a while, which more often than not results in killing my captor. I don't mind on principle, as a dead bandit is a good bandit, but it's annoying that they get resurrected for the sex scene.

Posted

Managed to track down the hug animation issue.

In OpenAnimationReplacer/PracticalDefeat there is a file called something like:

paired-hugA.hkx

 

Not sure why it is there, the correct animations are in the male & female sub folders.

I just copied one of them to that location and renamed it as a short term fix.

 

This was causing the bug I was actually searching for, which is when I was tied up, I would die a few seconds later.

Turns out this hug animation has know fault/bug in it that can cause you to die under certain circumstances.

(google for hug-death-fix if you would like to know more)

 

Also found the SL tag bug which was introduced with the support of negative tags (ones with minus at the front)

The negative tag set has commas re-inserted between tags (as SL requires),

The positive tags do not.

This results in all the tags looking like one big tag to SL.

Fix is to add a ( +",") at the end on the string concat op.

 

Also tracking an issue with the PD_Events quest/thread being started too early (before PD_DefeatHandler has finished its setup)

This results in the the capture/they-have-finished/release  before any other events can happen.

This may only be an issue on potato machines like mine, still have not got a reliable fix.

 

 

Posted

This mod is a mess, don't bother downloading this. Nothing works, the scripts obviously keep running because I keep getting the message "you cant surrender during a defeat", the creatures dont work even with a patch, the enemies often beat you while the tied up pose is in effect and then you can immediately escape.

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