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Practical Defeat: (Re)Animated


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Posted

First attempt with this mod, get tied up, and all bandits just stand around clapping. Attempt 2; get tied up, 3 of the bandits stand around clapping and one just crouches over the player character. Nothing else happens. 

Posted
15 hours ago, geekygamer93 said:

First attempt with this mod, get tied up, and all bandits just stand around clapping. Attempt 2; get tied up, 3 of the bandits stand around clapping and one just crouches over the player character. Nothing else happens. 

I had a similar issue and I went to the Acheron mcm and set the default Acheron outcome to 0% and that seemed to fix it.

Posted
On 6/25/2025 at 3:29 AM, biggusthiccus said:

I had a similar issue and I went to the Acheron mcm and set the default Acheron outcome to 0% and that seemed to fix it.

Didn't work for me. I've been fiddling with various settings from this mod, and a couple from Acheron, but nothing works. Sometimes I've had the player hug one of the bandits before getting tied up, sometimes I've gotten a chance to move to a different spot, but no matter what, after that initial thing happens, or if neither of them happen, the player gets hogtied on the ground, one bandit crouches over before standing up, and the other bandits just stand around clapping. Once or twice, the player would randomly stand up after being tied up, and I could walk around, but not interact with anything. Nothing else. It's the only mod this is happening to, every other mod triggers animations like they're supposed to. 

Posted
11 hours ago, geekygamer93 said:

Didn't work for me. I've been fiddling with various settings from this mod, and a couple from Acheron, but nothing works. Sometimes I've had the player hug one of the bandits before getting tied up, sometimes I've gotten a chance to move to a different spot, but no matter what, after that initial thing happens, or if neither of them happen, the player gets hogtied on the ground, one bandit crouches over before standing up, and the other bandits just stand around clapping. Once or twice, the player would randomly stand up after being tied up, and I could walk around, but not interact with anything. Nothing else. It's the only mod this is happening to, every other mod triggers animations like they're supposed to. 

 

I have had this issue as of late as well. Though I've had similar issues with other defeat mods as well so it might be more about the script load.

Posted (edited)

Is there any way to reset the Mod or the Defeat status?

 

I got defeated and it bugged out. Now the mod thinks I'm always in the "Defeat" status despite being able to move and do general adventuring. Any time I get defeated, my character just gets stuck in the bleedout animation without anything happening.

 

I tried surrendering but the "You cannot surrender during defeat" message just keeps popping up

 

I can fix it by reloading an earlier save, but a reset console command or something would be preferable

Edited by Lucci213
Posted
On 6/26/2025 at 5:52 AM, geekygamer93 said:

Didn't work for me. I've been fiddling with various settings from this mod, and a couple from Acheron, but nothing works. Sometimes I've had the player hug one of the bandits before getting tied up, sometimes I've gotten a chance to move to a different spot, but no matter what, after that initial thing happens, or if neither of them happen, the player gets hogtied on the ground, one bandit crouches over before standing up, and the other bandits just stand around clapping. Once or twice, the player would randomly stand up after being tied up, and I could walk around, but not interact with anything. Nothing else. It's the only mod this is happening to, every other mod triggers animations like they're supposed to. 

Yeah I get the weird PC plays hug animation when surrendering now.  No idea why

  • 2 weeks later...
Posted (edited)

I tried this one with the latest Acheron. Tried Yamete Kudasai as well.

Neither work.

  • Basically the QTE game never triggers. And my character gets back up like nothing happened. NPCs become friends. I mean it's crazy not functional.
  • Occasionally pressing E on a downed enemy triggers a CTD. nice.

 

I'm starting to believe it's Acheron the problem because it seems neither YK or PD are even triggered.

 

I had several previous games when I was much more a total beginner and got these defeat mods to work:

- Battle Fuck: yes it's crazy buggy and old but it worked out of the box. It includes a QTE system. It's just very slow to start, and somewhat repetitive I suppose. 

- SL Defeat: stable as fuck. combined with pahe, power attacks. never had a CTD in 300h. occasionally the UI is a bit buggy because other mods try to inject stuff, but no crash.

- Yamete Redux: worked straight out of the box.

- with Sexlab standard and with Sexlab P+

 

To anyone out there looking for defeat mods: don't try Acheron combinations, they have a discord and everything but it's just for "good measure" since the mod combinations don't work any better than the buggy but great Battle Fuck standalone.

 

At the end of the day this is a forum, and if nobody wants to support this mod, then nobody is going to defend it either, and people should know about honest feedback on which mods work and which don't.

Edited by Fraying9981
Posted
7 hours ago, Fraying9981 said:

I tried this one with the latest Acheron. Tried Yamete Kudasai as well.

Neither work.

 

It might assist others, as you apparently intend, if you offer more information about your experience. Specifically, what versions of game and mods you're using.

I'm using SE 1.5.97, the latest SE version of Acheron (via Patreon), Yamete Kudasai and this mod (all 1.5.97 versions where applicable). The defeat scenarios work for me. Can't speak in any detail about creature situations (the mod triggers creature advances but I don't have those enabled for scenes to start).

It's not beyond the realm of possibility that you have version mismatches or a buggy version for which an update may be available.

Posted
1 hour ago, ArgyleSmith said:

It might assist others, as you apparently intend, if you offer more information about your experience. Specifically, what versions of game and mods you're using.

I'm using SE 1.5.97, the latest SE version of Acheron (via Patreon), Yamete Kudasai and this mod (all 1.5.97 versions where applicable). The defeat scenarios work for me. Can't speak in any detail about creature situations (the mod triggers creature advances but I don't have those enabled for scenes to start).

It's not beyond the realm of possibility that you have version mismatches or a buggy version for which an update may be available.

 

Thank you!

I'm using:

  • skyrim 1.6.1170
  • SexLab Framework PPLUS - V2.15.6 - 1.6.1170
  • Acheron for 1.6.1170 Date uploaded 15 May 2025, 4:34PM and its requirements
  • Flash Games - Struggling QTE Downloaded 08 Mar 2025 Date uploaded 15 Jun 2024, 11:15AM and its requirements
  • Yamete Kudasai  2.2.3 update May 15 2025
  • Practical Defeat 0.4.8 update April 11 2025
  • Pandora Behavior Engine Plus Date uploaded 23 Jun 2025, 10:51AM. I also tried with FNIS earlier. To be accurate: I switched to Pandora from FNIS for this, after using FNIS for a year without an issue.

Do you see any issue here?

 

For Practical Defeat, there is this soft requirement:

image.png.2e044f2dba1434b805d7cf95a2206d1a.png

  • It's a '/' therefore should be "OR" right? => If you have Struggling QTE you DON'T need Acheron Extension Library?
  • Acheron Extension Library was last updated...in 2023. It hasn't been updated in 2025. So is it obsolete anyway?
  • AEL is overwriting Struggling QTE many times. No instructions provided as to which should overwrite the other.
  • I tried with the list above + Acheron Extension Library (Struggling QTE + Acheron Extension Library both) AND also WITHOUT AEL: neither work

 

 

 

 

Posted
9 hours ago, Fraying9981 said:

 

Thank you!

I'm using:

  • skyrim 1.6.1170
  • SexLab Framework PPLUS - V2.15.6 - 1.6.1170
  • Acheron for 1.6.1170 Date uploaded 15 May 2025, 4:34PM and its requirements

Okay, as stated I'm a 1.5.97 neanderthal (apologies to neanderthals). I don't really know anything.

The requirements description for this mod affirms it was tested up through a specific version of Acheron, likely a version earlier than the one you're using.

If rolling back to the tested version doesn't address your problem, then I'm already out of ideas. :/

Still, there's the possibility somebody's using versions similar to yours that will see your post and offer a more elegant (hopefully working) solution. Cheers.

Posted
57 minutes ago, ArgyleSmith said:

Okay, as stated I'm a 1.5.97 neanderthal (apologies to neanderthals). I don't really know anything.

The requirements description for this mod affirms it was tested up through a specific version of Acheron, likely a version earlier than the one you're using.

If rolling back to the tested version doesn't address your problem, then I'm already out of ideas. :/

Still, there's the possibility somebody's using versions similar to yours that will see your post and offer a more elegant (hopefully working) solution. Cheers.

 

thanks. i will try rolling back to an earlier version.

what do you recommend?

A) remove current acheron -> save -> add older acheron -> load

B) remove current acheron -> add older acheron -> load

Posted

Ngl this mod just seems completely broken? Am I the only one?

 

Sometimes stuff happens, sometimes they just stand there for days after robbing scene. I've fiddled with the configs, different versions, same issues. When I first installed it in this playthrough it was basically just playing the robbing and skipping to the ending scenario. Now events don't even trigger.

 

The logs just get to intro phase 14 then stop, quest never triggers either.

  • 2 weeks later...
Posted

Scenes from this aren't triggering tats from RT, did I just get insanely unlucky or does this mod not flag the scenes as non consensual or something?

Posted

@krzp Hi. Thanks for the mod/updating the original mod.

I found two bugs that can be easily fixed:

- The compiled MCM script does not contain the debug logging option, although the source file does. Recompiling solved the issue on my end. Not a big issue obviously.

- The function SelectWeightedRandomEvent (in PD_EventManager) uses an actor list variable named "aggressors", which is ignored in the code because there is already a global scope variable named "Aggressors". This can lead to having aggressors selected for 2 or more events (if you have a follower), which causes a fatal error from sexlab for one of the sex scenes, because the actor is already animating. The fix is quite simple, just rename "aggressors" in the function to something else (like "remainingAggsForCurrentRound" for example) and recompile.

 

Here are the two source files, as well as the two compiled files if somebody is interested.

PD_Config.psc PD_EventManager.psc PD_EventManager.pex PD_Config.pex

Posted
On 6/23/2025 at 7:50 PM, Wolfe6900 said:

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.

 

 

exact same issue here, i have to get up and hit the bandit for the scene to start.

However, I'm on AE with the latest version of acheron, everything else is working fine except for this.

Posted (edited)

I stripped down my list as much as possible, but still getting the same issue, here is my log from the beginning of the Practical defeat sequence, it gets stuck after the last line and nothing happenss

 

[08/09/2025 - 04:32:55PM] PD: (Info) Starting up defeat player victim rank = 0
[08/09/2025 - 04:32:55PM] PD: (Info) Suspending DHLP
[08/09/2025 - 04:32:55PM] PD: (Info) IsHuman: TRUE, UseRestraints: TRUE
[08/09/2025 - 04:32:55PM] PD: (Info) Starting approach
[08/09/2025 - 04:32:55PM] PD: (Info) Ending approach
[08/09/2025 - 04:32:55PM] PD: (Info) Victims: [[Actor < (00000014)>]]
[08/09/2025 - 04:32:55PM] PD: (Info) Starting struggle
[08/09/2025 - 04:32:55PM] PD: (Info) Remembers = False ShortDefeat = False SkipRobbery = False SkipEvents = False
[08/09/2025 - 04:32:55PM] PD: (Info) Aggressors: [[Actor < (000B6FE4)>], [Actor < (000B6FDB)>]]
[08/09/2025 - 04:32:55PM] PD: (Info) Setting up Event loop
[08/09/2025 - 04:32:55PM] Error: Array index -1 is out of range (0-127)
stack:
	[None].WYT_CheckGlobalsScript.GetRandomEnemy() - "WYT_CheckGlobalsScript.psc" Line 20
	[None].WYT_CheckGlobalsScript.RaiseUnlock() - "WYT_CheckGlobalsScript.psc" Line 91
	[None].WYT_CheckGlobalsScript.OnEnemyDeath() - "WYT_CheckGlobalsScript.psc" Line 114
[08/09/2025 - 04:32:55PM] Error: Array index -1 is out of range (0-127)
stack:
	[None].WYT_CheckGlobalsScript.GetRandomEnemy() - "WYT_CheckGlobalsScript.psc" Line 20
	[None].WYT_CheckGlobalsScript.RaiseUnlock() - "WYT_CheckGlobalsScript.psc" Line 91
	[None].WYT_CheckGlobalsScript.OnEnemyDeath() - "WYT_CheckGlobalsScript.psc" Line 114
[08/09/2025 - 04:32:55PM] Error: Array index -1 is out of range (0-127)
stack:
	[None].WYT_CheckGlobalsScript.GetRandomEnemy() - "WYT_CheckGlobalsScript.psc" Line 20
	[None].WYT_CheckGlobalsScript.RaiseUnlock() - "WYT_CheckGlobalsScript.psc" Line 91
	[None].WYT_CheckGlobalsScript.OnEnemyDeath() - "WYT_CheckGlobalsScript.psc" Line 114
[08/09/2025 - 04:32:55PM] Error: Array index -1 is out of range (0-127)
stack:
	[None].WYT_CheckGlobalsScript.GetRandomEnemy() - "WYT_CheckGlobalsScript.psc" Line 20
	[None].WYT_CheckGlobalsScript.RaiseUnlock() - "WYT_CheckGlobalsScript.psc" Line 91
	[None].WYT_CheckGlobalsScript.OnEnemyDeath() - "WYT_CheckGlobalsScript.psc" Line 114
[08/09/2025 - 04:32:55PM] PD: (Info) Prepping next round
[08/09/2025 - 04:32:55PM] PD: (Info) Male left: 2 Female left: 0 Aggressors left: [[Actor < (000B6FE4)>], [Actor < (000B6FDB)>]]
[08/09/2025 - 04:32:55PM] PD: (Info) ------- START Selecting random weighted event START ------- 
[08/09/2025 - 04:32:55PM] PD: (Info) Nothing happens Valid = TRUE Weight = 0
[08/09/2025 - 04:32:55PM] PD: (Info) 4P Sex Valid = False Weight = 100
[08/09/2025 - 04:32:55PM] [AEL] Successfully started struggle between victim [[Actor < (00000014)>]] and aggressor [[Actor < (000B6FE4)>]]
[08/09/2025 - 04:32:55PM] Error: Array index -1 is out of range (0-127)
stack:
	[None].WYT_CheckGlobalsScript.GetRandomEnemy() - "WYT_CheckGlobalsScript.psc" Line 20
	[None].WYT_CheckGlobalsScript.RaiseUnlock() - "WYT_CheckGlobalsScript.psc" Line 91
	[None].WYT_CheckGlobalsScript.OnEnemyDeath() - "WYT_CheckGlobalsScript.psc" Line 114
[08/09/2025 - 04:32:55PM] Error: Array index -1 is out of range (0-127)
stack:
	[None].WYT_CheckGlobalsScript.GetRandomEnemy() - "WYT_CheckGlobalsScript.psc" Line 20
	[None].WYT_CheckGlobalsScript.RaiseUnlock() - "WYT_CheckGlobalsScript.psc" Line 91
	[None].WYT_CheckGlobalsScript.OnEnemyDeath() - "WYT_CheckGlobalsScript.psc" Line 114
[08/09/2025 - 04:32:55PM] PD: (Info) Adding to faction, rank: 1
[08/09/2025 - 04:32:55PM] SEXLAB - AnimCache: MISS -- 3:["Aggressive", "FMM"]:[]:TRUE
[08/09/2025 - 04:32:55PM] SEXLAB - AnimCache: Using slot: 0
[08/09/2025 - 04:32:55PM] PD: (Info) 3P SexSetAnimArray - 0 = [[sslBaseAnimation <alias BaseAnimation338 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation339 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation340 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation365 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation366 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation367 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation368 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation370 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation371 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation372 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation373 on quest SexLabQuestAnimations (370639DF)>]]
[08/09/2025 - 04:32:55PM] PD: (Info) 3P SexSetPosArray - 0 = [[Actor < (00000014)>], [Actor < (000B6FE4)>], [Actor < (000B6FDB)>]]
[08/09/2025 - 04:32:55PM] PD: (Info) 3P Sex Valid = TRUE Weight = 100
[08/09/2025 - 04:32:55PM] Error: Array index -1 is out of range (0-127)
stack:
	[None].WYT_CheckGlobalsScript.GetRandomEnemy() - "WYT_CheckGlobalsScript.psc" Line 20
	[None].WYT_CheckGlobalsScript.RaiseUnlock() - "WYT_CheckGlobalsScript.psc" Line 91
	[None].WYT_CheckGlobalsScript.OnEnemyDeath() - "WYT_CheckGlobalsScript.psc" Line 114
[08/09/2025 - 04:32:55PM] Error: Array index -1 is out of range (0-127)
stack:
	[None].WYT_CheckGlobalsScript.GetRandomEnemy() - "WYT_CheckGlobalsScript.psc" Line 20
	[None].WYT_CheckGlobalsScript.RaiseUnlock() - "WYT_CheckGlobalsScript.psc" Line 91
	[None].WYT_CheckGlobalsScript.OnEnemyDeath() - "WYT_CheckGlobalsScript.psc" Line 114
[08/09/2025 - 04:32:55PM] SEXLAB - AnimCache: MISS -- 2:["Aggressive", "FM"]:[]:TRUE
[08/09/2025 - 04:32:55PM] SEXLAB - AnimCache: Using slot: 1
[08/09/2025 - 04:32:56PM] PD: (Info) 2P SexSetAnimArray - 0 = [[sslBaseAnimation <alias BaseAnimation071 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation072 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation073 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation074 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation075 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation076 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation077 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation078 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation079 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation080 on quest SexLabQuestAnimations (370639DF)>], [sslBaseAnimation <alias BaseAnimation081 on quest SexLabQuestAnimations (370639DF)>], ...]
[08/09/2025 - 04:32:56PM] PD: (Info) 2P SexSetPosArray - 0 = [[Actor < (00000014)>], [Actor < (000B6FE4)>]]
[08/09/2025 - 04:32:56PM] PD: (Info) 2P Sex Valid = TRUE Weight = 100
[08/09/2025 - 04:32:56PM] PD: (Info) 5P Sex Valid = False Weight = 100
[08/09/2025 - 04:32:56PM] PD: (Info) ------- END Selecting random weighted event END ------- 
[08/09/2025 - 04:32:56PM] PD: (Info) Chosen event for [Actor < (00000014)>]: 3P Sex
[08/09/2025 - 04:32:56PM] PD: (Info) 3P SexGetPosArray - 0
[08/09/2025 - 04:32:56PM] PD: (Info) Select 3P Sex: Positions = [[Actor < (00000014)>], [Actor < (000B6FE4)>], [Actor < (000B6FDB)>]]
[08/09/2025 - 04:32:56PM] PD: (Info) Event Aggressors: [[Actor < (000B6FE4)>], [Actor < (000B6FDB)>]]
[08/09/2025 - 04:32:56PM] PD: (Info) Remaining aggressors for current round: []
[08/09/2025 - 04:32:56PM] PD: (Info) Adding chosen event [PD_3PSex <alias playerAlias on quest PD_Main (FE1EA801)>] at idx 0
[08/09/2025 - 04:32:56PM] PD: (Info) Queue after add chosen: [[PD_3PSex <alias playerAlias on quest PD_Main (FE1EA801)>]]
[08/09/2025 - 04:32:56PM] PD: (Info) Unsatisfied Aggressors for next round: [[Actor < (000B6FDB)>]]
[08/09/2025 - 04:32:56PM] PD: (Info) Active Aggressors: [[Actor < (000B6FE4)>], [Actor < (000B6FDB)>]]
[08/09/2025 - 04:32:56PM] PD: (Info) Idle Aggressors: []
[08/09/2025 - 04:32:56PM] PD: (Info) Returning queue: [[PD_3PSex <alias playerAlias on quest PD_Main (FE1EA801)>]]
[08/09/2025 - 04:32:58PM] OnGameEnd, afNumArg: 0.000000
[08/09/2025 - 04:32:59PM] PD: (Info) Victim was defeated
[08/09/2025 - 04:32:59PM] PD: (Info) Selected[Actor < (000B6FE4)>]as our actor
[08/09/2025 - 04:32:59PM] PD: (Info) Animation started, faction rank: 1
[08/09/2025 - 04:33:02PM] [Zad-NG]: UpdateControls()
[08/09/2025 - 04:33:10PM] PD: (Info) Animation ended, rank removed: -2
[08/09/2025 - 04:33:10PM] PD: (Info) Starting robbery
[08/09/2025 - 04:33:10PM] PD: (Info) Timer RESET
[08/09/2025 - 04:33:10PM] [Zad-NG]: UpdateControls()
[08/09/2025 - 04:33:10PM] PD: (Info) Timer START: [Actor < (000B6FE4)>] to [Actor < (00000014)>] in 30S
[08/09/2025 - 04:33:10PM] PD: (Info) Timer CANCELLED
[08/09/2025 - 04:33:10PM] PD: (Info) Timer RESET
[08/09/2025 - 04:33:10PM] PD: (Info) Intro - Phase 1 - End
[08/09/2025 - 04:33:13PM] PD: (Info) Restraining [Actor < (00000014)>]
[08/09/2025 - 04:33:13PM] Error: File "Campfire.esm" does not exist or is not currently loaded.
stack:
	<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
	[alias playerAlias on quest _SHMainQuest (8C000D61)]._shplayerscript.OnObjectEquipped() - "_SHPlayerScript.psc" Line 90
[08/09/2025 - 04:33:13PM] [Trickster] Added armor to stored gear list! Wrist Ropes
[08/09/2025 - 04:33:13PM] Error: File "Campfire.esm" does not exist or is not currently loaded.
stack:
	<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
	[alias playerAlias on quest _SHMainQuest (8C000D61)]._shplayerscript.OnObjectEquipped() - "_SHPlayerScript.psc" Line 90
[08/09/2025 - 04:33:13PM] [Trickster] Added armor to stored gear list! Ankle Ropes
[08/09/2025 - 04:33:16PM] PD: (Info) Intro - Phase 2 - End
[08/09/2025 - 04:33:17PM] SLATE Animation Factory - Info: Checking if auto re-apply of trace log is necessary now.
[08/09/2025 - 04:33:17PM] SLATE MCM - Info: re-applying action log actions after SexLab Animation Registry reset is not enabled.
[08/09/2025 - 04:33:19PM] [Zad-NG]: UpdateControls()
[08/09/2025 - 04:33:19PM] PD: (Info) Intro - Phase 4 - End
[08/09/2025 - 04:33:23PM] PD: (Info) Stealing weapons [Actor < (000B6FE4)>]
[08/09/2025 - 04:33:24PM] PD: (Info) Intro - Phase 5 - End
[08/09/2025 - 04:33:27PM] [Zad-NG]: UpdateControls()
[08/09/2025 - 04:33:30PM] PD: (Info) Restraining [Actor < (00000014)>]
[08/09/2025 - 04:33:30PM] PD: (Info) Stealing clothes/armor [Actor < (000B6FE4)>]
[08/09/2025 - 04:33:31PM] PD: (Info) Intro - Phase 6 - End
[08/09/2025 - 04:33:35PM] PD: (Info) Stealing gold 72
[08/09/2025 - 04:33:35PM] PD: (Info) Stealing items [Actor < (000B6FE4)>]
[08/09/2025 - 04:33:35PM] PD: (Info) Intro - Phase 8 - End
[08/09/2025 - 04:33:35PM] [Zad-NG]: UpdateControls()
[08/09/2025 - 04:33:38PM] PD: (Info) Unrestraining [Actor < (00000014)>]
[08/09/2025 - 04:33:38PM] [Trickster] Removed armor from stored gear list! Ankle Ropes
[08/09/2025 - 04:33:39PM] PD: (Info) Intro - Phase 9 - End
[08/09/2025 - 04:33:54PM] PD: (Info) Intro - Phase 10 - End
[08/09/2025 - 04:33:54PM] PD: (Info) Timer RESET
[08/09/2025 - 04:33:54PM] PD: (Info) Timer START: [Actor < (000B6FE4)>] to [Actor < (00000014)>] in 30S
[08/09/2025 - 04:34:25PM] PD: (Info) Timer DONE - stopping
[08/09/2025 - 04:34:25PM] PD: (Info) Timer - Moving [Actor < (000B6FE4)>] to [Actor < (00000014)>]
[08/09/2025 - 04:34:25PM] PD: (Info) Timer CANCELLED
[08/09/2025 - 04:34:25PM] PD: (Info) Timer RESET
[08/09/2025 - 04:34:25PM] PD: (Info) Intro - Phase 11 - End
[08/09/2025 - 04:34:28PM] PD: (Info) Restraining [Actor < (00000014)>]
[08/09/2025 - 04:34:28PM] Error: File "Campfire.esm" does not exist or is not currently loaded.
stack:
	<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
	[alias playerAlias on quest _SHMainQuest (8C000D61)]._shplayerscript.OnObjectEquipped() - "_SHPlayerScript.psc" Line 90
[08/09/2025 - 04:34:28PM] [Trickster] Added armor to stored gear list! Wrist Ropes
[08/09/2025 - 04:34:28PM] Error: File "Campfire.esm" does not exist or is not currently loaded.
stack:
	<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
	[alias playerAlias on quest _SHMainQuest (8C000D61)]._shplayerscript.OnObjectEquipped() - "_SHPlayerScript.psc" Line 90
[08/09/2025 - 04:34:28PM] PD: (Info) Intro - Phase 12 - End
[08/09/2025 - 04:34:28PM] [Trickster] Added armor to stored gear list! Ankle Ropes
[08/09/2025 - 04:34:33PM] [Zad-NG]: UpdateControls()
[08/09/2025 - 04:34:35PM] PD: (Info) Intro - Phase 16 - End
[08/09/2025 - 04:34:35PM] PD: (Info) Starting robbery quest
[08/09/2025 - 04:34:35PM] PD: (Info) Starting robbery quest = TRUE
[08/09/2025 - 04:34:35PM] PD: (Info) Ending robbery scene
[08/09/2025 - 04:34:35PM] PD: (Info) Starting event loop
[08/09/2025 - 04:34:35PM] PD: (Info) Start or End Next Round 3 1
[08/09/2025 - 04:34:35PM] PD: (Info) Starting round 3
[08/09/2025 - 04:34:35PM] PD: (Info) Current Event Queue: [[PD_3PSex <alias playerAlias on quest PD_Main (FE1EA801)>]]
[08/09/2025 - 04:34:35PM] PD: (Info) Starting event 3P Sex
[08/09/2025 - 04:34:35PM] PD: (Info) 3P SexGetPosArray - 0
[08/09/2025 - 04:34:35PM] PD: (Info) 3P SexGetAnimArray - 0
[08/09/2025 - 04:34:35PM] PD: (Info) Timer RESET
[08/09/2025 - 04:34:35PM] PD: (Info) Timer START: [Actor < (000B6FE4)>] to [Actor < (00000014)>] in 30S
[08/09/2025 - 04:34:35PM] PD: (Info) Timer CANCELLED
[08/09/2025 - 04:34:35PM] PD: (Info) Timer RESET
[08/09/2025 - 04:34:41PM] [Zad-NG]: UpdateControls()
[08/09/2025 - 04:34:50PM] [Zad-NG]: UpdateControls()
[08/09/2025 - 04:35:41PM] [Zad-NG]: UpdateControls()

 

Edited by theboss152
Posted
On 2/1/2025 at 3:02 AM, Loki15kun said:

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:
 

  Reveal hidden contents

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 4.36 kB · 34 downloads

 

Hey Loki! Awesome someone is trying to figure this out. Since the 4.8 version of PD has buggy events I am running 4.7 with your adjusted scripts, but I have an installation Question:

The structure in your files has the "Source" Folder inside the "Scripts" Folder, yet PD has the Source folder a layer higher in the data folder.

Is that an oversight or deliberate? As in should the "Source" folder overwrite the original one, or should it add it into the scripts folder?

(I hope that question was clear enough to be understood... ;) )

 

Thanks in advance!

 

Posted

I've been using this for ages and everything worked fine but for some reason suddenly it doesn't want to work at all when I go into bleedout. The only time PD starts is if I manually surrender, even if I'm running around solo or not. On top of this I can't seem to balance PD and archaeon anymore either. Neither seem to do anything at all. 

(also is there a way to make the struggle minigame a little more difficult/fast?)

Posted
9 hours ago, Zerocco said:

 

Hey Loki! Awesome someone is trying to figure this out. Since the 4.8 version of PD has buggy events I am running 4.7 with your adjusted scripts, but I have an installation Question:

The structure in your files has the "Source" Folder inside the "Scripts" Folder, yet PD has the Source folder a layer higher in the data folder.

Is that an oversight or deliberate? As in should the "Source" folder overwrite the original one, or should it add it into the scripts folder?

(I hope that question was clear enough to be understood... ;) )

 

Thanks in advance!

 

The source folder is in a different place since I just copied from another directory I had. (I just kept it separated to not mix the original with mine. Since I built an entire separate directory area for scripting tests)

 

You can put the folder in the correct place. As far as the game cares, only .pex files location have to match. 

Unless you're compiling again, then you have to set it up properly. 

 

I believe in PD latest version everything is in already in the right place. 

Posted
40 minutes ago, Loki15kun said:

The source folder is in a different place since I just copied from another directory I had. (I just kept it separated to not mix the original with mine. Since I built an entire separate directory area for scripting tests)

 

You can put the folder in the correct place. As far as the game cares, only .pex files location have to match. 

Unless you're compiling again, then you have to set it up properly. 

 

I believe in PD latest version everything is in already in the right place. 

 

Awesome, thanks! I already did so and got it working with the 4.7 PD, that is running better for me! (4.8 does not trigger events for me at all).

 

One follow up question pertaining to your code:

On an initial amputation event, all chances work as you would expect.

Taking one or multiple limbs up to the max level as described.

 

But once my character has already lost a limb it behaves strangely.

In my case, I have a character that is missing the left hand, and on every other amputation chance,

the game will ignore all other limbs no matter what chance I set, and only keep cutting off more parts of the already partly severed limb.

 

Is there something in the code that could prevent my character from getting other limbs removed if one was already damaged before?

In my case, I tested the following scenarios with the left hand missing:

All chances at 100%, right leg, left leg, and right arm up to level 1, and I bumped up the left missing hand up to level 2 so it could cut off more.

In this case it only took off the next part of the left arm, and ignored all other limbs.

On the next attempt I deliberately set all chances to 100, and the left arm chance to 0.

The effect is: nothing happened to the left arm, and nothing happened to the other limbs at all.

 

(with the "original" code It removes other limbs as intended up to only level 1, even if one is already missing, so it could be something in your code)

 

I hope this was clearly explained, but my question is: could there be something in the script that checks if one limb is already missing and then

accidentally only apllies more damage to this limb and ignores all others no matter the chances and limits?

 

Again, thanks in advance, if this is taking over the thread I am also happy to switch to direct messages, because right now you are the "resident expert"

on the amputator part of this mod ;)

Posted
4 hours ago, Zerocco said:

 

Awesome, thanks! I already did so and got it working with the 4.7 PD, that is running better for me! (4.8 does not trigger events for me at all).

 

One follow up question pertaining to your code:

On an initial amputation event, all chances work as you would expect.

Taking one or multiple limbs up to the max level as described.

 

But once my character has already lost a limb it behaves strangely.

In my case, I have a character that is missing the left hand, and on every other amputation chance,

the game will ignore all other limbs no matter what chance I set, and only keep cutting off more parts of the already partly severed limb.

 

Is there something in the code that could prevent my character from getting other limbs removed if one was already damaged before?

In my case, I tested the following scenarios with the left hand missing:

All chances at 100%, right leg, left leg, and right arm up to level 1, and I bumped up the left missing hand up to level 2 so it could cut off more.

In this case it only took off the next part of the left arm, and ignored all other limbs.

On the next attempt I deliberately set all chances to 100, and the left arm chance to 0.

The effect is: nothing happened to the left arm, and nothing happened to the other limbs at all.

 

(with the "original" code It removes other limbs as intended up to only level 1, even if one is already missing, so it could be something in your code)

 

I hope this was clearly explained, but my question is: could there be something in the script that checks if one limb is already missing and then

accidentally only apllies more damage to this limb and ignores all others no matter the chances and limits?

 

Again, thanks in advance, if this is taking over the thread I am also happy to switch to direct messages, because right now you are the "resident expert"

on the amputator part of this mod ;)

I'll have to look into what is happening. Problably some logic error. 

Got to set up everything and check. 

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