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Practical Defeat: (Re)Animated


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Posted (edited)

I found a bug. But when I checked, I discovered another problem

My previous fix never removes only hands or feets. 

So if you only lost hands, something is wrong. 

 

Here is the source with the problem part disabled. And the pex file. 

It should replace the ones from PD.

 

PD Amp Fix 2025-08-16.7z

 

So here is how it works:

Try to pick a limb, roll chances for each one. (Limb available: limb level < max level)

If no limb was picked, but there is a chance > 0 and limb is available.

Pick in order right arm, left arm, right leg, left leg from what is available

Apply max level amputee effect. 

 

How it shows on PD Log what happpened: 

guaranteed limb (number between -1 and 3 where: -1 none, 0 is LLeg, 2 is RLeg, 1LArm and 0 is RArm) [this will only show if no limb was picked naturally]

Amputating " + i + " on " + akTarget + " lvl " + lvl ( in place of i a number between 0 and 3 should appear, this is the selected limb) [this line can show multiple times in a row] 

 

So if you increase after an event and multiple rolls fail and it will end up looking like it is removing in order like you described.

Edited by Loki15kun
How it works
Posted (edited)
On 8/16/2025 at 7:36 AM, Loki15kun said:

I found a bug. But when I checked, I discovered another problem

My previous fix never removes only hands or feets. 

So if you only lost hands, something is wrong. 

 

Here is the source with the problem part disabled. And the pex file. 

It should replace the ones from PD.

 

PD Amp Fix 2025-08-16.7z 3.49 kB · 0 downloads

 

So here is how it works:

Try to pick a limb, roll chances for each one. (Limb available: limb level < max level)

If no limb was picked, but there is a chance > 0 and limb is available.

Pick in order right arm, left arm, right leg, left leg from what is available

Apply max level amputee effect. 

 

How it shows on PD Log what happpened: 

guaranteed limb (number between -1 and 3 where: -1 none, 0 is LLeg, 2 is RLeg, 1LArm and 0 is RArm) [this will only show if no limb was picked naturally]

Amputating " + i + " on " + akTarget + " lvl " + lvl ( in place of i a number between 0 and 3 should appear, this is the selected limb) [this line can show multiple times in a row] 

 

So if you increase after an event and multiple rolls fail and it will end up looking like it is removing in order like you described.

 

I might have lost the hand from the previous version!

With your description what was happening in my game makes perfect sense actually.

 

Thank you for the super quick fix, I will try it out ASAP! :)

 

EDITED:

@Loki

 

Tested and works like a charm now! Thanks for the update! 

 

Edited by Zerocco
Posted

im getting this bug where practical seems to think that i'm defeated perpetually, i go down on my knee (acheron) and then everyone just walks away. if I try and surrened the game says "you cannot surrender during a defeat" or "please wait for current defeat to finish before..." if i try and register or validate events. anyone know the fix? im hoping there'll be console command input to just end scenes

Posted
On 8/26/2025 at 5:19 AM, prodkyoshi said:

im getting this bug where practical seems to think that i'm defeated perpetually, i go down on my knee (acheron) and then everyone just walks away. if I try and surrened the game says "you cannot surrender during a defeat" or "please wait for current defeat to finish before..." if i try and register or validate events. anyone know the fix? im hoping there'll be console command input to just end scenes

hello I managed to fix it. I used masterstroke modpack but here is what i have done:

  1. In MCM menu, Archeon mod i made sure Consequences are Enabled,
  2. in console (~ key) i put "set PD_Surrendered to 0",
  3. in console (~key) i put "StopCombat",

point 2 and 3 is most likely

Posted

I tried hard to get that mod working, but despite the effort, it’s still not stable enough. There’s no safeguard in the code to prevent a looping conflict from starting in the first place. Debugging is a pain, with no good or useful logs. This should really be handled entirely in CommonLib instead of relying too much on the Papyrus side, where performance could be improved.
 

The logic to take over Archeron, which works well and avoids conflicts, is great. The problem is how it’s done: relying on 3-5-6 other mods without having the core mod manage and prevent future conflicts.
 

Extra setup steps like YAML, JSON, INI, or MCM checkmarks are a bad idea. They shouldn’t be necessary; if you have a creature installed, it should just be allowed. Event registration should be automatic, and so on… avoiding a lot of user-side checks and complicated debugging. MCM options should only be preferences, not something essential for the mod to work.


Just a review. I’m not mad or anything. For the moment im forced to switch on something else. 

Good luck with your dev!

Posted

Hey so I have been using the mod and in the scenarios where my character is rescued by a samaritan, she just lies on the bed unable to move at all. Skipping time also does nothing, she just lies there. I am using SL 1.65 and all the other requirements of the mod. Any help appreciated. The scenarios work fine, just this one problem

Posted (edited)

I was having the issues that others stated here about no defeat event starting up. My version of this bug was, PC is defeated, falls down to crawling animation, and the aggressors just walk around until the crawl timer runs out and then I stand back up into combat. I'm on 1.6.1170 using SL P+.

Another post here mentioned disabling "Allow NPC Defeat," which is found on the Defeat page in Acheron. That seemed to do the trick for me. I tested it on several different scenarios and it seemed to work: back to the rapid QTE struggle and then subsequent defeat.

I will also note that I had both the LL Acheron extension library and the Nexus QTE mod, and I uninstalled the Nexus QTE mod. I didn't test to see if that had any effect, but I should mention I did that as part of the troubleshooting process.

Edited by fighter139
  • 3 weeks later...
Posted

I have the same problems as others with defeat anims not actually firing, and being perpetually defeated, but I also have a problem where enemies keep attacking during defeat, creatures seem to not be working correctly, and falmer especially get stuck, though not 100% sure that's due to PD:R, it seems to have started when I got it

  • 2 weeks later...
Posted

So i have this issue where surrendering using hotkey or during the qte struggle, the game immediately crashes. Went through the reinstall of mods and ran pandora quite a few times to no avail. Each crashlog points to different things any help greatly appreciated.

  • 3 weeks later...
Posted

Is there anything needed for custom followers to work with this mod?  Most of the time Livia from Death Consumes all, or Yvette the custom follower, when defeated will get brought over and bound/stripped, but then get up and walk around, noone takes any interest.

Posted

@krzp So I finally got around to start a game for real, and stumbled across a bug in the code snippet from YK which I had reused here. If you have multiple anim tags for a gender combination listed, it'll just munch them together without comma-separation, and no anim will be found by SL. Fixed script is attached.

I posted a fix for the YK script with that snippet over there too: 

 

Practical Defeat ReAnimated 0.4.8 Patch AniTags 2025-10-22.zip

Posted

If anims are not starting, it might be due to the tag problem mentioned above, and SL not finding matching anims. Or not, if you never edited the mcm tags. If you encounter problems, try to enable the debug log option in the mcm, and look in the papyrus logs for hints.

Posted
On 10/22/2025 at 6:05 PM, LittleVampire said:

@krzp So I finally got around to start a game for real, and stumbled across a bug in the code snippet from YK which I had reused here. If you have multiple anim tags for a gender combination listed, it'll just munch them together without comma-separation, and no anim will be found by SL. Fixed script is attached.

I posted a fix for the YK script with that snippet over there too: 

Thanks! We've been test-driving 0.4.9 where that has been fixed, apparently, quite similarly to your approach 😀

 

I've also implemented this off an earlier suggestion:

    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 = SexLabUtil.GetReverseGenderTag(genderCount[1], genderCount[0], genderCount[2] + genderCount[3])         
    endIf

 

which, hopefully, might help the critters to start working 🫰

Posted (edited)

I have the bug mentioned by others, the mod thinks I'm defeated. The Pd_Surrendered variable is 0, so setting it to 0 again (as a post above suggests) does nothing.

 

Is there a way to reset this state?

 

Edit: I have found a solution, not sure if it breaks something else:

 

Console:

stopquest PD_defeathandler - wait a few seconds

resetquest PD_defeathandler - wait a few seconds 

startquest PD_defeathandler 

 

The defeat mechanics started to work again.

 

However, I experienced a major bug, I don't know if this is related or not.

 

The attacker robbed my character, among other things my armor and weapon. I killed the robber and he had all my gear. However:

The weapon changed back to its original form, which means it lost its custom name and quality from Legendary to vanilla. Also lost the Enchantment I put it on.

The armors lost their tempering level too, now they are vanilla. They didn't have Enchantment to lose, so I don't know if those would have lost it too.

 

I tried this twice, both times the weapon and armor deteriorated back to vanilla. Both times those items lost their temper, which were equipped during the event. My other weapon remained the same.

 

Edited by monsta88
Posted (edited)

I'm experiencing a pretty annoying bug. I had the same problem as the people above with the mod constantly thinking I was defeated when I wasn't, the commands from the person above did stop that and at first that did allow defeat scenes to happen again but now I have a new issue. When I press the surrender hotkey my character does some sort of kiss or maybe a vampire biting animation (not to anyone in particular, they just kiss the air) and it breaks the surrender animation and frees them from being bound, prompting the text that the aggressor is finally done with me. I assumed this was a simple problem of the hotkey being used by multiple mods but no matter what key I swap the surrender button to I see this behavior. Any help would be much appreciated

Edited by boneboy99
Posted
On 10/24/2025 at 7:03 AM, krzp said:

Thanks! We've been test-driving 0.4.9 where that has been fixed, apparently, quite similarly to your approach 😀

 

I've also implemented this off an earlier suggestion:

    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 = SexLabUtil.GetReverseGenderTag(genderCount[1], genderCount[0], genderCount[2] + genderCount[3])         
    endIf

 

which, hopefully, might help the critters to start working 🫰


The GetGenderTag thing change looks different from my fix, which was for ParseIncludeExcludeTags to be precise.

Also the reverse tag will probably not help. Animations should get both forward and reverse gender tags assigned automatically on registration (see Sexlab sslBaseAnimation.psc, function AddPosition). The ingame tags for a registered animation can be inspected in Sexlab MCM when the anim is active, or SLATE.

 

@LiterallyATurtle: are you positive that you have matching animations registered? Can you start them outside PD via matchmaker or similar? If true, compare the sslCreatureAnimationSlots logs.

[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
Posted
On 8/6/2025 at 12:38 AM, Somebody once told me ... said:

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"

 

Shocking, one might assume local scope wins over global, thanks for the fix

Posted (edited)
On 10/3/2025 at 9:15 PM, Leonel777 said:

So i have this issue where surrendering using hotkey or during the qte struggle, the game immediately crashes. Went through the reinstall of mods and ran pandora quite a few times to no avail. Each crashlog points to different things any help greatly appreciated.

Just commenting to say I'm having this issue with crashes too! It was working just fine at one point but I think adding some behavior/animation mods has caused it to CTD. I'll edit this comment if I figure out what mod was causing the issue (if any).

 

Edit: Okay, hopefully you see this! Some things I did that seemed to have fixed the CTD I was having. 1. I lowered the amount of animation packs I had an raised OAR's limit. I'm not entirely sure whether this truly did anything because like I mentioned in my original comment, this was working just fine at one point. 2. NOW THIS is probably what fixed it. I used the console commands Monsta88 mentioned and I'm not crashing anymore! Perhaps at one point, PD's quest freaked on me? Probably when I saved at a bad time or something was hanging when I reloaded a save without exiting the game first.

 

Anyways, hope this helps!

Edited by Lasaubia
Posted (edited)

@krzp I merged the v4.8 changes into my own repo, checked the differences, and compiled them here, so its usable as a patch for v4.8. These are the diffs, nothing major:

 

  • PD_EventManager.psc: Applied fix for conflicting variable name as suggested by @Somebody once told me ... here
  • PD_Util: My already posted fix for missing comma in merged anim tags
  • Practical Defeat.yaml, Practical Defeat Creature.yaml (new): The v4.8 yaml did exclude creatures, so there should have been no PD event suitable for creature encounters? Added in the Creature yaml.
  • Some pex files: This is probably responsible for the "hugging" animation some people reported. I needed to recompile some files due to my past change to PD_RestraintsManager.RestrainActor. I added an argument with a default value in a past submit - but default values are applied to call sites on compilation, so I needed to recompile all callers, which I was not aware of. Done now, and attached. At least SF_PD_RobberyScene_07019D10 was giving me a papyrus error before, the rest might have been recompiled to other changes already, but better to be safe and compile all.

 

Practical Defeat ReAnimated 0.4.8 LV Patch 2025-11-04.zip

Edited by LittleVampire
tagged krzp
Posted
27 minutes ago, blackoperations said:

Everything tied to Archeron is a no go. All the new stuff is AE only.

 

SE and AE are almost identical, and AE mods work just fine on SE with this, which is listed as a hard requirement on the first page if you're using SE.

Posted
22 hours ago, blackoperations said:

Everything tied to Archeron is a no go. All the new stuff is AE only.

 

There's also a version of Acheron for 1.5.97 on Scrab's Patreon.

Posted

testing with 0.4.9... the fix for gear losing tempering after robbery seems to work. I also tried the new event Simple Capture, and that worked well.  No bugs in this playthrough so far. :)

 

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