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Defeat Updated by Bane Master LE/SE


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Posted
45 minutes ago, ni1by2 said:

So uh where will new updates be provided? Here or in the original defeat thread? 

 

Also - this is looooooooooooooooong overdue! 

Bookmark both.

Posted

Random fun interaction that I only figured out just now... 

 

If you use PCHTaVT you can set Defeat's surrender key to match one of PCHTaVT's dialogue keys so you can make your character say something when you surrender.  As a VR player, it helps with mah immersion when my character actually says, "I yield, I yield" when surrendering.

Posted
On 6/23/2025 at 6:12 PM, jfraser said:

i am eager to try this but i am a little confused - what is dynamic defeat, what does "LRQ" stand for, and what is the patch for? duckduck has not heard of dynamic defeat and there are no files under andrew's profile. please provide links to things. :)

 

I was also confused, but I found @AndrewLRG's original post here.

Posted

A question: if I have SL Defeat Baka edition, but want to shift to this version - how do  I correctly delete Baka SL Defeat? Also, do I need to start a new game when switching Defeat versions?

Posted (edited)
On 6/24/2025 at 4:43 AM, theman123 said:

What is Dynamic Defeat???

6 hours ago, jfraser said:

I recommend adding the info to your description. :)

 

Link to origin (thanks to @Ytheria) has been unnoticeably inserted into the description.

 

19 hours ago, ni1by2 said:

So uh where will new updates be provided? Here or in the original defeat thread? 

 

 

Updates (and hopefully all Bane Master's edition related comments) should be found here - until further notice anyway.

 

Edited by Cuest
Posted
2 hours ago, Iolya said:

A question: if I have SL Defeat Baka edition, but want to shift to this version - how do  I correctly delete Baka SL Defeat? Also, do I need to start a new game when switching Defeat versions?

 

It is never recommended to add or subtract mods during a save. Your best option is just finish the current game then remove baka and install this and start a new game

 

That said, defeat does have a disable functione. I assume baka has it as well. If you really want to switch midsave, disable your current version, then save the game.

Remove the current version and install the new version.  start up the game And save the game again, then reload that save

Posted
1 hour ago, jfraser said:

That said, defeat does have a disable functione. I assume baka has it as well. If you really want to switch midsave, disable your current version, then save the game.

Remove the current version and install the new version.  start up the game And save the game again, then reload that save

 

I think that there is one step missing in your guide or is not made clear enough - load and then save game after removing old mod and before installing replacement one. Not bad idea too is to run Resaver's check (and purge orphans and such, if found) before that step too - even better is to manually purge everything old-mod related if one knows how to filter it out, but it is not universally good approach - few mod's removal will result in crash after that, so anyway - for most folks/in most cases - sticking to auto should be relativelly safe minimum.

Posted
31 minutes ago, PippinTom said:

 

I think that there is one step missing in your guide or is not made clear enough - load and then save game after removing old mod and before installing replacement one. Not bad idea too is to run Resaver's check (and purge orphans and such, if found) before that step too - even better is to manually purge everything old-mod related if one knows how to filter it out, but it is not universally good approach - few mod's removal will result in crash after that, so anyway - for most folks/in most cases - sticking to auto should be relativelly safe minimum.

I did forget that step, thanks. I don't do clean saves - i am a firm believer that any change necessitates a brand new game. Which is why I still have not actually finished the game after all these years.  XD

Posted

I have also been using SL Defeat Baka edition 1.50. Are there any known advantages/disadvantages regarding SL Defeat Baka edition vs Defeat Updated SE/LE?

Posted
4 hours ago, Gudulba said:

I have also been using SL Defeat Baka edition 1.50. Are there any known advantages/disadvantages regarding SL Defeat Baka edition vs Defeat Updated SE/LE?

 

I'm not using any Baka's mods any more (by choice), so I can't really tell you what the differences are - except that this one is focused on fixing issues without adding new ones, (what by the way has been mentioned in the description, Part I) and from my experience - quite successfully.

 

Regarding disadvantages of Baka's edition - I suspect you will find about them in the dedicated thread - just my intuition.

Posted
On 6/27/2025 at 1:59 AM, Plaguetard2.0 said:

Out of curiosity, did you have any plans to fix the issue of not linking to DAYMOYL events?

Not sure what the issue is - they work in my playthroughs

Posted

Hi does this mod fix the fact that you can not command summon or diary of mine slavers. In the original, when you try to select them they can be only be select as victims (red) and not followers (blue). When they are part of different framework than the followers one it looks like it do not work. 

Posted
On 6/25/2025 at 12:31 PM, jfraser said:

I did forget that step, thanks. I don't do clean saves - i am a firm believer that any change necessitates a brand new game. Which is why I still have not actually finished the game after all these years.  XD

 

This is how I find myself doing it out of an abundance of caution. I'm not fond of the idea of changing and swapping a lot of mods during a game and then having issues/crashes later after being invested in a playthrough. I would rather just start over and redo the pre-game MCM settings adjustment session in the Alternate Start room than risk a bad save.

Posted
On 6/26/2025 at 5:59 PM, Plaguetard2.0 said:

Out of curiosity, did you have any plans to fix the issue of not linking to DAYMOYL events?

 

16 hours ago, Bane Master said:

Not sure what the issue is - they work in my playthroughs

 

Works for me as well.

Posted (edited)
2 hours ago, Roguelikes4Lyfe said:

 

This is how I find myself doing it out of an abundance of caution. I'm not fond of the idea of changing and swapping a lot of mods during a game and then having issues/crashes later after being invested in a playthrough. I would rather just start over and redo the pre-game MCM settings adjustment session in the Alternate Start room than risk a bad save.

This is a godsend for people like us, if you haven't seen it yet:

 

MCM Recorder at Skyrim Special Edition Nexus - Mods and Community

 

Edited by jfraser
Posted

This is amazingly well done.   

The way you handle devious devices/cursed loot options is stellar.  It's also a much more natural way of getting devices in a dungeon that from loot.  Teleport is a great twist.  

The dynamic defeat support makes this even better, particularly with the vulnerability settings based on devices.  Falling to a dynamic wrestle vs. collapse is fantastic.

Posted

How do you know its working? I installed this but I don't see this specifically in my MCM in skyrim. only sexlabs, bizzare anims and sky ui. G doesn't look like its activating anything and only feedback im getting is using N from actor interaction w sexlab. Is it working correctly so far? Haven't had any of the featured interactions

Posted (edited)
On 6/24/2025 at 11:28 AM, Bane Master said:

That's actually an issue with Sexlab getting confused about the animation location, not Defeat. Usually it can be fixed by restarting SL. 

How exactly? "Clean System" or "Disable/Enable" in "Rebuild and Clean"?

 

EDIT:

"Clean System" and then re-importing the settings seems to have done it.

 

Amazing. It actually fixed an issue which for so many years I thought was something that couldn't be fixed. And it only took 5 years before I learned it. Incredible.

 

@Bane Masteryou just made my evening, good sir.

Edited by belegost
Posted
On 6/28/2025 at 7:06 AM, Bane Master said:

Not sure what the issue is - they work in my playthroughs

 

Interesting. Mine hasn't linked to any of the post defeat events for quite some time. So... DAYMOYL will trigger Defeat, but Defeat isn't triggering the outcomes from DAYMOYL. What version of DA are you using?

Posted

I'm using Defeat 5.3.5 with the Bane 5.3.6 patch (SL Defeat SSE.5.3.6 Bane 20032024.7z), I'm about to start a new game, and I wonder if I should switch over to this?

One persistent bug that is maddening is with NPC v NPC the victim (usually a companion or follower) will stand up into an idle pose while the agressor continues to animate.

Does that sound familiar?

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