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Practical Defeat: (Re)Animated


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Posted

I have to agree, this mod is FAR from working. Scripts all assume I'm still in a defeat scenario with no way to force it to stop or clean up, alongside the creature issues often mentioned.

Posted
10 hours ago, NubAU said:

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.

That animation has never been gendered, it's correct path is \meshes\actors\character\animations\paired_huga.hkx - if you don't believe me, take any BSA extractor tool and check inside Meshes.bsa

 

10 hours ago, NubAU said:

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)

That bug has been fixed in USSEP more than 10 years ago, i believe.

If you still experiencing that, I can suggest https://www.nexusmods.com/skyrimspecialedition/mods/139572

Posted
On 5/5/2025 at 9:09 AM, CaptainJ03 said:

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.

Been a known issue for a while, I think I know how to fix it , but I need to test it a bit more 🙂

 

11 hours ago, NubAU said:

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.

I'll take a look, thanks!

Posted
On 5/7/2025 at 6:26 AM, alternateaccounts said:

...the creatures dont work even with a patch...


PD wasn't designed with creature defeat in mind when Ponzi was still modding. Theres no 'full creature support' patch for PD, creatures are still very much WIP...

Posted

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. 

 

Posted

Hello ! Really like how this mod is running. I had a prefect run on AE, I did a SE install (nolvus) and I have issue with the crawling. Char stands up instead. in OR menu I can see all the correct animation listed (even though they are called mt_run*, but's thats the case in the mod files so..,)

Any idea about it ?

Posted
On 5/8/2025 at 10:09 AM, LiterallyATurtle said:


PD wasn't designed with creature defeat in mind when Ponzi was still modding. Theres no 'full creature support' patch for PD, creatures are still very much WIP...

Well technically there is, or, attempted to be. One page back the user Littlevampire shared a  creature support patch to get it fully working with Acheron, but it seems no one has had luck with it.  But yes, OG authors vision definitely was for interactions between Human x Human, and there are other mods that offer creature defeat through Acheron for those with the desire. 

Posted
9 hours ago, shane400m said:

Well technically there is, or, attempted to be. One page back the user Littlevampire shared a  creature support patch to get it fully working with Acheron, but it seems no one has had luck with it.  But yes, OG authors vision definitely was for interactions between Human x Human, and there are other mods that offer creature defeat through Acheron for those with the desire. 


Ye, Littlevampire's work on creature support is a step towards fully functioning support for sure as opposed to a fully baked and ready feature. It's in the newest version of PD, but as some of my other comments have pointed out, its still very much WIP.

Posted

Having an issue I'd like to see a fix for. My character is locked into something. Checks show its related to PD_DEFEATHANDLER and it happened after being downed right as the last enemy died. As for what's going on: Hostiles can't seem to detect me at all. I can ever walk right up to them and beat on them. They'll aggro, but start searching instead of attacking. I know that the original death alternative had a similar thing happen from time to time, but they had an option you could select to clear these sorts of things when they broke.

Posted

Any chance we could get a Save/Load settings function in the next update or MCM Helper to allow for persistent settings?

Posted

Any intention of making NPC vs NPC events? It's the only thing I miss from SL Defeat. I've tried YameteKudasai but I 've had no luck and just end up with a bunch of downed NPCs I have to manually execute.

  • 2 weeks later...
Posted

Hi! Me and a few others have been working on trying to get this mod to work in the N.Y.A wabbajack pack for a while now (for personal use) however we have ran into a similar bug that has been reported here a few times. when you get defeated, all the enemies stand around and clap. the list does not have any form of Spectator/ crowd mod, but it does use a few mods that could have some links to something. it uses Sexlab P+ in its most new versions, it uses Yamete Kudasai in its newest version (it is currently set to ONLY do creature animations in our tests), it uses sexcraft and a few other NSFW mods.

in our testing the error seems to ONLY occur when we have a follower, when you are alone, the defeat works like normal

This is the last thing in the Papyrus logs relating to Practical Defeat, and I quit without saving after getting stuck tied to the floor
 

[05/25/2025 - 07:29:08PM] PD: (Info) Intro - Phase 6 - End
[05/25/2025 - 07:29:10PM] Error: Cannot add None to a container
stack:
	[ (FF00CA72)].Actor.AddItem() - "<native>" Line ?
	[ (83084C36)].SOT_Genesis.GivePotions() - "SOT_Genesis.psc" Line 1353
	[ (83084C36)].SOT_Genesis.OnCellAttach() - "SOT_Genesis.psc" Line 1246

[05/25/2025 - 07:29:11PM] PD: (Info) Stealing gold 419
[05/25/2025 - 07:29:11PM] PD: (Info) Stealing items [Actor < (00081329)>]
[05/25/2025 - 07:29:11PM] PD: (Info) Intro - Phase 8 - End
[05/25/2025 - 07:29:11PM] SOS Actor Schlongify: new schlong for Bandit Scout got schlong index 5 size 7
[05/25/2025 - 07:29:11PM] Warning: Property HeelsFixSpell on script HeelsFixCorrectEffect attached to Active effect 12 on  (FF00CA72) cannot be initialized because the script no longer contains that property
[05/25/2025 - 07:29:11PM] Warning: Property HeelsFixPerk on script HeelsFixCorrectEffect attached to Active effect 12 on  (FF00CA72) cannot be initialized because the script no longer contains that property
[05/25/2025 - 07:29:11PM] <--- Errors may appear above during registration. No harming, nothing can be done. --->
[05/25/2025 - 07:29:12PM] Ashe is not loaded, on mount, or cannot follow. Skipping CheckOutfit, Sneaking Bug.
[05/25/2025 - 07:29:13PM] PD: (Info) Unrestraining [Actor < (00000014)>]
[05/25/2025 - 07:29:13PM] [SGO] [InfluenceRenew] Test 4 None
[05/25/2025 - 07:29:13PM] [SGO] [InfluenceRenew] Test 4 None
[05/25/2025 - 07:29:15PM] PD: (Info) Intro - Phase 9 - End
[05/25/2025 - 07:29:16PM] Warning: Property HeelsFixSpell on script HeelsFixCorrectEffect attached to Active effect 10 on  (FF00CA75) cannot be initialized because the script no longer contains that property
[05/25/2025 - 07:29:16PM] Warning: Property HeelsFixPerk on script HeelsFixCorrectEffect attached to Active effect 10 on  (FF00CA75) cannot be initialized because the script no longer contains that property
[05/25/2025 - 07:29:16PM] <--- Errors may appear above during registration. No harming, nothing can be done. --->
[05/25/2025 - 07:29:16PM] Error: Cannot call SetColor() on a None object, aborting function call
stack:
	[YPS03Hair (E605F531)].ypshairscript.DoCheckHair() - "ypsHairScript.psc" Line 936
	[YPS03Hair (E605F531)].ypshairscript.Checkhair() - "ypsHairScript.psc" Line 913
	[YPS03Hair (E605F531)].ypshairscript.CheckHairGrowth() - "ypsHairScript.psc" Line 1174
	[YPS01 (E60073BC)].ypspiercingticker.OnUpdate() - "ypsPiercingTicker.psc" Line 8759
[05/25/2025 - 07:29:18PM] PD: (Info) Intro - Phase 10 - End
[05/25/2025 - 07:29:18PM] PD: (Info) Timer RESET
[05/25/2025 - 07:29:18PM] PD: (Info) Timer START: [Actor < (00081329)>] to [Actor < (00000014)>] in 30S

a few other mods snuck into the set of logs but usually all the PD stuff is self contained

I could just use Yamete for defeats but I really would like this to work, so if anyone has any insight, or if more testing needs to be done please let me know

 

Posted
On 5/25/2025 at 5:48 PM, Technomager said:

Hi! Me and a few others have been working on trying to get this mod to work in the N.Y.A wabbajack pack for a while now (for personal use) however we have ran into a similar bug that has been reported here a few times. when you get defeated, all the enemies stand around and clap. the list does not have any form of Spectator/ crowd mod, but it does use a few mods that could have some links to something. it uses Sexlab P+ in its most new versions, it uses Yamete Kudasai in its newest version (it is currently set to ONLY do creature animations in our tests), it uses sexcraft and a few other NSFW mods.

in our testing the error seems to ONLY occur when we have a follower, when you are alone, the defeat works like normal

This is the last thing in the Papyrus logs relating to Practical Defeat, and I quit without saving after getting stuck tied to the floor
 

[05/25/2025 - 07:29:08PM] PD: (Info) Intro - Phase 6 - End
[05/25/2025 - 07:29:10PM] Error: Cannot add None to a container
stack:
	[ (FF00CA72)].Actor.AddItem() - "<native>" Line ?
	[ (83084C36)].SOT_Genesis.GivePotions() - "SOT_Genesis.psc" Line 1353
	[ (83084C36)].SOT_Genesis.OnCellAttach() - "SOT_Genesis.psc" Line 1246

[05/25/2025 - 07:29:11PM] PD: (Info) Stealing gold 419
[05/25/2025 - 07:29:11PM] PD: (Info) Stealing items [Actor < (00081329)>]
[05/25/2025 - 07:29:11PM] PD: (Info) Intro - Phase 8 - End
[05/25/2025 - 07:29:11PM] SOS Actor Schlongify: new schlong for Bandit Scout got schlong index 5 size 7
[05/25/2025 - 07:29:11PM] Warning: Property HeelsFixSpell on script HeelsFixCorrectEffect attached to Active effect 12 on  (FF00CA72) cannot be initialized because the script no longer contains that property
[05/25/2025 - 07:29:11PM] Warning: Property HeelsFixPerk on script HeelsFixCorrectEffect attached to Active effect 12 on  (FF00CA72) cannot be initialized because the script no longer contains that property
[05/25/2025 - 07:29:11PM] <--- Errors may appear above during registration. No harming, nothing can be done. --->
[05/25/2025 - 07:29:12PM] Ashe is not loaded, on mount, or cannot follow. Skipping CheckOutfit, Sneaking Bug.
[05/25/2025 - 07:29:13PM] PD: (Info) Unrestraining [Actor < (00000014)>]
[05/25/2025 - 07:29:13PM] [SGO] [InfluenceRenew] Test 4 None
[05/25/2025 - 07:29:13PM] [SGO] [InfluenceRenew] Test 4 None
[05/25/2025 - 07:29:15PM] PD: (Info) Intro - Phase 9 - End
[05/25/2025 - 07:29:16PM] Warning: Property HeelsFixSpell on script HeelsFixCorrectEffect attached to Active effect 10 on  (FF00CA75) cannot be initialized because the script no longer contains that property
[05/25/2025 - 07:29:16PM] Warning: Property HeelsFixPerk on script HeelsFixCorrectEffect attached to Active effect 10 on  (FF00CA75) cannot be initialized because the script no longer contains that property
[05/25/2025 - 07:29:16PM] <--- Errors may appear above during registration. No harming, nothing can be done. --->
[05/25/2025 - 07:29:16PM] Error: Cannot call SetColor() on a None object, aborting function call
stack:
	[YPS03Hair (E605F531)].ypshairscript.DoCheckHair() - "ypsHairScript.psc" Line 936
	[YPS03Hair (E605F531)].ypshairscript.Checkhair() - "ypsHairScript.psc" Line 913
	[YPS03Hair (E605F531)].ypshairscript.CheckHairGrowth() - "ypsHairScript.psc" Line 1174
	[YPS01 (E60073BC)].ypspiercingticker.OnUpdate() - "ypsPiercingTicker.psc" Line 8759
[05/25/2025 - 07:29:18PM] PD: (Info) Intro - Phase 10 - End
[05/25/2025 - 07:29:18PM] PD: (Info) Timer RESET
[05/25/2025 - 07:29:18PM] PD: (Info) Timer START: [Actor < (00081329)>] to [Actor < (00000014)>] in 30S

a few other mods snuck into the set of logs but usually all the PD stuff is self contained

I could just use Yamete for defeats but I really would like this to work, so if anyone has any insight, or if more testing needs to be done please let me know

 

thats so odd, i came to this comment section just to post that same issue! with a follower, the sequence seems to get stuck and the PC is stuck on the ground, while the follwoer keeps going from stand > crawl. waited like 5 minutes and wait-time 1 hr a couple times, nothing. :/

Posted (edited)

Hello,

 

have been using the mod for a while now without problems. But now (Maybe after becoming a vampire?) each time the player character is defeated (After losing the QTE), the scene goes on with the winner approaching, binding the player character, then the screen fades to black for a short moment, then the player character dies. Is there a known problem with the player character beeing a vampire and the defeat event?

 

This is what the log has to say:

 

Spoiler

Error: Cannot check worn items against a None keyword
stack:
    [ (00000014)].Actor.WornHasKeyword() - "<native>" Line ?
    [PD_Main (FE0B4801)].pd_restraintsmanager.RestrainActor() - "------------------------" Line 441
    [ (FE0B4805)].SF_PD_RobberyScene_07019D10.Fragment_107() - "-------------------------------" Line 8

 

And:

 

Spoiler

 Error: Cannot access an element of a None array
stack:
    [PD_Main (FE0B4801)].pd_restraintsmanager.RestrainActor() - "------------------------" Line 462
    [ (FE0B4805)].SF_PD_RobberyScene_07019D10.Fragment_107() - "-------------------------------" Line 8

 

Edited by Sonnstor
Posted

Is there a way to force-end a defeat scenario from this mod? Namely the bugged one where gameplay continues as normal but you get the message where you "you cant surrender during a defeat?"

 

Posted
1 hour ago, TrollingKhajits said:

Is there a way to force-end a defeat scenario from this mod? Namely the bugged one where gameplay continues as normal but you get the message where you "you cant surrender during a defeat?"

 

Did you by chance get defeated by a creature or are trying to get defeated by a creature? Creature triggers do not work and they result in that exact issue. The latest version of PD now includes creatures to trigger a defeat but it is still a WIP and doesn't work currently. So it would be best to disable creature triggers for now.

Posted
On 2/12/2025 at 9:07 AM, jAudi5K said:

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?

Same here. Anyone knows how to fix this?

  • 2 weeks later...
Posted

I did some testing on 4.8 with Creatures. It works, but is buggy and barebones. I'm running Skyrim 1.5.97 and SexLab 1.63 so keep that in mind.

Anyway this is how it goes on my setup:

  • START
  • get defeated by Creature
  • creatures go non-hostile
  • PC plays a "hug" animation
  • 1-second of creatures going hostile again
    • see Note 1
  • PC poses in the "hod tied" idle animation
  • PC can still move around and jump
  • after a few seconds
  • PC can't move
    • see Note 2
  • Creature + PC animation plays
  • loops until all Creatures satisfied or Max Rounds reached
    • see Note 3
  • PC can move again, normal walking/running animations
  • Creatures non-hostile
  • after a few seconds
  • Creatures hostile again
  • END

Note 1

  • if you get hit and die while in this second of hostile behavior, PC dies, game over triggered

Note 2

  • it seems this is supposed to be the "crawl around and find a spot" phase of Defeat
  • not sure why it is using the wrong animations
  • the notification messages also say "It seems they are done with you" and "you have 15 seconds to escape"

Note 3

  • after sex scenarios with Creatures always default to Regular Release
  • even when turned to 0 value and others are at max
  • was hoping that it was compatible with Left for Dead or Rescued events

Other notes

  • I checked the box that says "No tag fallback" in the animations filter
    • I read that there was a problem with creature anims being tagged backwards CF instead of FC or similar so I may have avoided that
  • did not test this with Followers or other PD features enabled like Robbery
  • tested with these creatures: Bears, Wolves, Skeevers. and all follow the same general loop
  • video/webm uploaded for research purposes (features Bears)
  • I edited the .yaml file of PD and deleted the isHuman check, which got the 4.8 version to work with Creatures

Again, I'm running Skyrim 1.5.97 and SexLab 1.63. So your results may vary.

But despite the bugs, the Creature portion seems to run fine, I'll try and play more with this and see if it causes issues on a longer playthrough and with different creatures

 

PD(re)-4.8-yaml.file.edit.-video.research.7z

Posted

Has anyone tried using simple outcomes alongside (not for creatures?) and more importantly simple events? If yes how do they play together?

Posted

Hi! The mod is awesome! The most annoying thing is that you can still move a lot when you're not supposed to move. Like being tied on the ground or just right after being defeated it sometime allows you to run or even to hit your defeaters (most of the times when you've been defeated along with a follower) and it gets buggy because of that. 

It would be cool if it completely removes control from the player from start to the end

Posted

For example, I had a situation where I got defeated by a one bandit with low HP and it got died just in a second after it been defeated me. So I stuck tied on the ground because there weren't anyone alive to handle me 

Posted
On 6/13/2025 at 8:03 PM, Lucci213 said:

I did some testing on 4.8 with Creatures. It works, but is buggy and barebones. I'm running Skyrim 1.5.97 and SexLab 1.63 so keep that in mind.

Anyway this is how it goes on my setup:

  • START
  • get defeated by Creature
  • creatures go non-hostile
  • PC plays a "hug" animation
  • 1-second of creatures going hostile again
    • see Note 1
  • PC poses in the "hod tied" idle animation
  • PC can still move around and jump
  • after a few seconds
  • PC can't move
    • see Note 2
  • Creature + PC animation plays
  • loops until all Creatures satisfied or Max Rounds reached
    • see Note 3
  • PC can move again, normal walking/running animations
  • Creatures non-hostile
  • after a few seconds
  • Creatures hostile again
  • END

Note 1

  • if you get hit and die while in this second of hostile behavior, PC dies, game over triggered

Note 2

  • it seems this is supposed to be the "crawl around and find a spot" phase of Defeat
  • not sure why it is using the wrong animations
  • the notification messages also say "It seems they are done with you" and "you have 15 seconds to escape"

Note 3

  • after sex scenarios with Creatures always default to Regular Release
  • even when turned to 0 value and others are at max
  • was hoping that it was compatible with Left for Dead or Rescued events

Other notes

  • I checked the box that says "No tag fallback" in the animations filter
    • I read that there was a problem with creature anims being tagged backwards CF instead of FC or similar so I may have avoided that
  • did not test this with Followers or other PD features enabled like Robbery
  • tested with these creatures: Bears, Wolves, Skeevers. and all follow the same general loop
  • video/webm uploaded for research purposes (features Bears)
  • I edited the .yaml file of PD and deleted the isHuman check, which got the 4.8 version to work with Creatures

Again, I'm running Skyrim 1.5.97 and SexLab 1.63. So your results may vary.

But despite the bugs, the Creature portion seems to run fine, I'll try and play more with this and see if it causes issues on a longer playthrough and with different creatures

 

PD(re)-4.8-yaml.file.edit.-video.research.7z 15.81 MB · 3 downloads

I'm having similar issues, except no animations play at all. Everything is the same except mine just skips over anything happening from the find a spot with the wrong message and then gives me the message again, and i stand up.

Posted
On 6/20/2025 at 11:54 AM, someperson5234 said:

I'm having similar issues, except no animations play at all. Everything is the same except mine just skips over anything happening from the find a spot with the wrong message and then gives me the message again, and i stand up.

 

If no animations are playing, it could be a number of issues:

  1. No registered creature animations
    1. Practical Defeat does not come with animations, get SLAL and download some animation packs
    2. Register creature animations in the SLAL MCM
    3. If you already have animations installed, you might not have animations for the specific creature you got defeated by
  2. Creatures are disabled in the MCM, either on Acheron or Practical  Defeat
    1. MCM > Acheron > General > Creature Defeat [x]
    2. MCM > Practical Defeat > Creatures
      1. Creature Content [x]
      2. Enable All
    3. MCM > Practical Defeat > General > Sex Tags > Allow fallback to no tag [x]
    4. MCM > Practical Defeat > General > events
      1. Register Events (click)
      2. Validate Events (click)
  3. You did not edit the .yaml file
    1. This is required because the latest file is not properly updated
    2. D:\...\mods\Practical Defeat ReAnimated\SKSE\Acheron\Consequences\Hostile\Practical Defeat.yaml
    3. Edit that .yaml file so it looks like this
    4. Spoiler

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

       

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

       

      Requirements:
        - Sexlab.esm

If you're still having problems, then I don't know how else to help at that point

Posted
On 5/7/2025 at 12:31 PM, NubAU said:

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.

 

Can confirm, I have the same problem. Defeat starts and goes straight to the release/rescue event. I rolled back to 0.4.7 and that version does not have that problem. Unfortunately, that version has problems of it's own ¯\_(ツ)_/¯.

Posted

Has anyone tried this paired with Nolvus Ascension?  (1.5.97.08)

So I've got the 'Practical Defeat' option set to 100

 

Here's what I've tried:
Paired:
Practical Defeat ReAnimated v0.4.8.7z
Acheron 1.5-108159-1-5-5-6-1711959368
(From my belief, this should be the 1.5.97 version of Acheron.)
Acheron Extension Library (1.1.1 from LL)

 

The priorities are as follows:
Practical Defeat: 1776
Sexlab: 162
Acheron: 171
AcheronExtensionLibrary: 173

 

;This will cause the player to get knocked down into a crawling state, however, the NPCs go about their business with AI until the Player gets back up and they attack again.

The same result happens if I pair Practical Defeat 0.4.7 with the 1.5.97 version of Acheron.

////

If I use the newest version of Acheron with the v0.4.8.7z of Practical Defeat, the following happens:
Error: Missing Acheron.dll.
Result: Character dies normally

////

If I use Practical Defeat ReAnimated 0.4.7 with Acheron 1.5-108159-1-5-5-6-1711959368, the following happens:
;Player goes down = NPC don't react, but go back to attacking when the player is up.

Would anyone know a fix for these problems? Thanks.

 

 

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