serph90 Posted June 16 Posted June 16 can people help me? I try to use the funcion to silently knock out an npc using the action button while sneaking and with no weapons, but nothing happens. While when trying with weapon in hand, the function to have the npc surrender works correctly
XCOMfighter Posted June 17 Posted June 17 For some reason, when I get knocked down, only my companions get assaulted not me?
adragtobearound Posted June 18 Posted June 18 On 6/23/2025 at 9:36 AM, Gilmor-nk said: Good afternoon, is your mod compatible with SexLab P+? And also with a fix Sexlab DefeatE - SexLab P+ Patch 1.0? Anyone figure this out?
adragtobearound Posted June 20 Posted June 20 On 3/24/2026 at 1:39 PM, AlkaiosVeritas said: Having some issues. When I select Rape with Sleeping, they don't use the bed. They go to the floor under the bed. When I select Necro, the NPC gets helicopter feet and takes off. I do have Heels fix and SLPP - HeelsFix Integration. The helicopter feet only happens with Necro. In Sexlab.ini I have bAllowDead = 1 because Necro wasn't working with it set to 0. Any help would be greatly appreciated. Edit: I noticed the helicoptering also happens when I use Matchmaker on a corpse. same issue. anyone got a fix?
FireSplitter Posted June 22 Posted June 22 (edited) Hello, first of all, great to see this mod still alive, I am was using Baka's variant before, but that one still had issues. I have used this mod and it works good great for, at least, base game NPC/Enemies. I have encountered some issues with NPCs added by mods where the defeat scenario does not pacify the opponent and you end up being killed twice as you are continuously hit. What I mean by that is that the defeat scenario is triggered (as in, you can struggle) but the opponent keeps attacking until you go to 0 HP again and even under. In the latter, the PC is in a downed state and the defeat scenario happens as normal. The issue is that after defeat is over, the control and camera of the PC is not recovered, it remains in a stuck downed state. A non-moded NPC is interrupted from attacks as soon as Defeat is triggered, hence you are not "killed the second time" and the game works fine after defeat. I remember this was a problem in the old Defeat and Baka's version. Is there any way to work around this? One way I can reproduce this is with the Highwayman from TroublesOfHeroine mod that is near the Riverwood bridge, as it is easy to get to, but I have seen it with other NPC's too (from other mods). I have seen it work just fine with moded NPC also so there is that. Any opinions? Edited June 22 by FireSplitter
gosuvn75 Posted June 30 Posted June 30 is it possible to update the tied npc to used contraception from DD NG+? otherwise tied up defeat animation would overwrite animation from DD NG+
Grim1093 Posted July 4 Posted July 4 (edited) so i have sexlab defeat and ostim both and for ostim i have to run pandora for sexlab defeat i have to run fnis only one can be active at a time can i not fix that so that both can be active Edited July 4 by Grim1093
Boledile Posted July 9 Posted July 9 (edited) On 7/4/2026 at 11:13 PM, Grim1093 said: so i have sexlab defeat and ostim both and for ostim i have to run pandora for sexlab defeat i have to run fnis only one can be active at a time can i not fix that so that both can be active It does work, I use both fnis and pandora with Sexlab, this is how I use both. Before starting create two empty mods named fnis output mod and pandora output mod. Put these output mods after all anim mods. If you first run fnis and have that output to fnis output mod then run pandora thus time outputting to pandora output mod. Set the pandora output mod to overwrite the fnis output mod. Edited July 9 by Boledile Typo
Marcel Davis 1 und 1 Posted July 10 Posted July 10 (edited) On 8/10/2025 at 8:31 PM, DonQuiWho said: OK I've only got time right now to do this once Tried this out... ...and the good news is that a Defeat sequence for ([Player + 2Followers] vs 1 Bandit Chief - heavy duty baddie!) ran OK, for the main part, as follows. Location: Just outside Whiterun, on road to Western Watchtower Player was beaten down, equipped with DDs matching my MCM settings, and teleported nicely too into the Windmill on Chillfurrow Farm (on reflection might have been Battle-Born Farm, but whats a row of cabbages between friends?) BUT, whilst the 2 followers were teleported OK ..... NO DDs appeared on either of them, despite the mod's 'Follower Support' being enabled. So mainly good news But to get the followers equipped, might I need to reset someting in my game, eg MCM, or is that something that might be missed by your revision. EDIT: Of course, there is a possibility that this was just a random outcome, but it's still worth following up/checking Hope that helps DQW Same issue here over a couple of instances, and it kinda got forgotten in the thread, it seems. DD equipping doesn´t work on follower from a mod, nor on Lydia. Did you find any fix per chance @DonQuiWho? Edited July 10 by Marcel Davis 1 und 1
DonQuiWho Posted July 10 Posted July 10 9 hours ago, Marcel Davis 1 und 1 said: Same issue here over a couple of instances, and it kinda got forgotten in the thread, it seems. DD equipping doesn´t work on follower from a mod, nor on Lydia. Did you find any fix per chance @DonQuiWho? I was give an T Shirt which reads ============= At my Age I've Heard It All I've Seen It All I've Done It All I just can't remember any of it ============= So I'm sorry, but I can't say for sure, as although I have played through this outcome occasionally since, I couldn't say if that is still consistent or not, as most of the time Bane's FSM kicks in and deals with my Followers Sorry that I can't be more helpful DQW
Plaguetard2.0 Posted July 11 Posted July 11 So my defeat is running perfectly... however, sometimes the "Eseential" toggle, even though it is on, no longer applies to PC. I have to go in, turn it off and back on for some reason, otherwise PC just dies. Known conflict with something that is doing this? I am NOT using Death Alternative to trigger this mod anymore, DA doesn't allow Immersive Equipping to work.
GregTame Posted July 12 Posted July 12 On 3/2/2026 at 7:17 AM, bitnuke said: Can somebody confirm that the current version of Bane Defeat actually respects the NPC vs NPC gender settings in its own config? For example, i have only "Male vs Female" and "Male Creature vs Female" enabled in the config. All other gender combos are unchecked. Yet i just saw a troll get it on with a bunch of defeated male travellers. I have "match creature gender" in sexlab disabled, as well as "sexuality" in the defeat config. But that should make no difference, since it only affects creatures? i am having this exact same issue too, any way to fix this would be great
haattila Posted July 12 Posted July 12 any idea why it's not detecting deviously curse lood anymore ? am i the only one or is it known ?
StuffedNinga Posted July 13 Posted July 13 Is there an implementation or a good way of implementing Defeat with City bag Checks? It's way to easy to just stuff a person into a bag and move about town so I was hoping to patch it with City Bag Checks so guards will come and investigate you and throw you in jail if they find you with a kidnapped victim.
bitnuke Posted July 14 Posted July 14 (edited) On 7/12/2026 at 10:47 PM, GregTame said: i am having this exact same issue too, any way to fix this would be great There is a fix, but it is impractical and ridiculous to expect from players. If you enable "match creature gender" in sexlab, then bane defeat will match creature assault correctly. However, matching creature anims properly will break the whole ecosystem. This is because creature genders in skyrim are a complete mess. Let me explain... You start with skyrim assigning wrong genders to some creatures. Then MNC "fixes" some of them (raceedits horray! What could possibly go wrong). But then some animpacks stop working, because they are designed for the original "unfixed" creature genders. But not all of them: Some animpacks are made for the "fixed" creature genders. And then MNC adds new creature gender variants that do not exist in vanilla skyrim. But at the same time, no animpack actually uses them. ARE YOU PROPERLY CONFUSED YET? There are two ways to unfuck this mess: 1. (Easiest) Disable creature gender checks in sexlab. Then load MNC into xedit and make every creature race single gender (the one animpacks are designed for. I.e. no female horsies). Horray! That wasn't too difficult. Now all creature anims work, and only creatures that can have sex spawn. Just one problem: Bane Defeat is turning the frogs gay! 2. (Hardest) Fix everyones mistakes yourself! Go through every animation in every fucking animpack, and check the JSONs for if genders are set correctly. Then do it all over again if an animpack updates. Also go through the MNC racedefs in xedit to check for errors. And then fix every mod that adds new racedefs. Finally enable "match creature gender" in sexlab. Congrats! Now everything works. Also you're so sick of this shit, that you no longer want to play skyrim. Edited July 14 by bitnuke
blind1 Posted July 19 Posted July 19 (edited) On 2/1/2026 at 12:39 PM, MrOrange17 said: Didn't work with version 5.3.5, the choking animation didn't work with Pandora, it started working again as soon as I move back to FNIS, I switch back and forth between FNIS and Pandora multiple times and it still the same result so I'm pretty sure only FNIS work On 2/8/2026 at 10:17 AM, TannerBro said: I second this. Knockdown anims just don't work and I'm not sure why more people haven't noticed. There is a patch related to this on another forum. This is Dar version. SexLab Defeat Bane_Anim.zip Edited July 19 by blind1 1
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