Bane Master Posted July 2, 2025 Posted July 2, 2025 1 hour ago, gooser said: I'm using Defeat 5.3.5 with the Bane 5.3.6 patch 5.3.6 is not a patch - it's standalone so you can ditch 5.3.5 1 hour ago, gooser said: Does that sound familiar? I'm not seeing that issue.
gooser Posted July 2, 2025 Posted July 2, 2025 5 hours ago, Bane Master said: 5.3.6 is not a patch - it's standalone so you can ditch 5.3.5 I'm not seeing that issue. What about this scenario - right before an animation begins, the PC walks/runs away to some location. I just created a new game and tried out your unified mod here.
theman123 Posted July 3, 2025 Posted July 3, 2025 hi all, how do you fix the animations when raping npcs after bounding them? They keep resetting their tied up animation everytime I enter sexlab scene with them.
DonQuiWho Posted July 3, 2025 Posted July 3, 2025 6 hours ago, theman123 said: hi all, how do you fix the animations when raping npcs after bounding them? They keep resetting their tied up animation everytime I enter sexlab scene with them. Not sure of your exact issue, but If you are using, eg, DD NG + some of the Billyy etc animations that come with esps for their own binders included as add on 'animobjects', you can get conflicts that make eg armbinders get applied and then unapplied very rapidly. I just disabled those particular animations DQW
belegost Posted July 3, 2025 Posted July 3, 2025 18 hours ago, gooser said: 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? Seems like you're using Bane version on top of original Defeat? You only need Bane, not the original. 1
gooser Posted July 3, 2025 Posted July 3, 2025 4 hours ago, belegost said: Seems like you're using Bane version on top of original Defeat? You only need Bane, not the original. Thanks. I do have this mod installed, not the patch on top of Goubo's.
blackoperations Posted July 5, 2025 Posted July 5, 2025 Request: a safeword. A debug feature that in the MCM would allow you to remove all devices (or, optimally, remove by category). Second Request: reset debuffs A debug feature in the MCM that resets any debuffs to h/m/s regeneration associated with a defeat.
Bane Master Posted July 6, 2025 Posted July 6, 2025 (edited) 15 hours ago, blackoperations said: A debug feature that in the MCM would allow you to remove all devices (or, optimally, remove by category). That would need @AndrewLRG's input as all the dDevice functionality is provided by his patch. 15 hours ago, blackoperations said: A debug feature in the MCM that resets any debuffs to h/m/s regeneration associated with a defeat. I thought the "Clean Up" MCM feature already did this? Edited July 6, 2025 by Bane Master 1
WWWGONA Posted July 8, 2025 Posted July 8, 2025 Someone please make a post-scene execution option in this mode.
Ursur1major Posted July 10, 2025 Posted July 10, 2025 Unless it's already implemented and just not working for me, would it be possible to implement the following from BaboDialogue to make it compatible with their defeat scenarios? On 5/9/2021 at 10:13 AM, factoryclose said: For Modders The mod contains various combat scenes that may interrupt combat mods such as Sexlab Defeat. If you want to make it compatible with your mod please exclude the faction below in your trigger conditions. Faction BaboDialogueFaction = (GetFormFromFile(0xD58522, "BaboInteractiveDia.esp") As Faction) 1
Bane Master Posted July 10, 2025 Posted July 10, 2025 1 hour ago, Ursur1major said: Unless it's already implemented and just not working for me, would it be possible to implement the following from BaboDialogue to make it compatible with their defeat scenarios? I'm not clear where exactly this would need to be - if as I suspect, it's any condition that triggers any defeat scenario then I'm afraid it's more work than I have time for right now 1
AndrewLRG Posted July 10, 2025 Posted July 10, 2025 On 7/5/2025 at 6:16 PM, blackoperations said: Request: a safeword. A debug feature that in the MCM would allow you to remove all devices (or, optimally, remove by category). Hi! Devious Devices already has an option to remove all worn devices. It's in Devious Devices MCM / Debug - Terminate DD Quests. 1
Bane Master Posted July 10, 2025 Posted July 10, 2025 53 minutes ago, AndrewLRG said: Hi! Devious Devices already has an option to remove all worn devices. It's in Devious Devices MCM / Debug - Terminate DD Quests. Also - if you happen to use Devious Followers it has a by Category device add and remove debug 1
AndrewLRG Posted July 10, 2025 Posted July 10, 2025 5 minutes ago, Bane Master said: Also - if you happen to use Devious Followers it has a by Category device add and remove debug Oh, I've been using Devious Followers for years, but never noticed that.
belegost Posted July 10, 2025 Posted July 10, 2025 (edited) If a character gets defeated - gets knocked down either via health threshold or filling up dynamic defeat bar - but the assailant gets killed or distracted in some other way before the sexual assault scene triggers, the next time a knock down happens via any source, an issue will manifest as follows: - the camera will be stuck in one position overlooking the character with no ability to rotate it around. If a SL scene starts, the camera will be stuck during the scene as well. Toggling Free Camera on/off will switch views, often in a completely random direction, but will not regain control over it - no resist bar will be displayed and no struggle hotkeys will function - an ambient sound of defeat (the characteristic bass humming known from vanilla death) will constantly be heard in the background for as long as the character is down - inventory will be freely accessible and drinking potions or eating food will be possible. As soon as health potion is drank the knock down state will end - no other means will end the knock down state, including the combat ending by itself. If a SL scene plays out there is a 50/50 chance the character will still be down as soon as it ends - if that happens the only method of ending knock down state is either drinking health potion or using "clean" debug function Once the issue occurs, it will persist across any future defeat scenarios, even if "clean" or "reconfigure" function is used. How to reproduce: Get PC knocked down using health threshold or dynamic defeat method but have the assailant die after the knock down occurs (e.g. get their health low and apply lingering poison to them just before getting knocked down or have a follower or another NPC kill them immediately after the knock down) PC must immediately get up with health bar back to full. It does not always happen, but if it does, the next knock down will have the issue described above There is some anecdotal evidence the issue may also be triggered via NPC/NPC defeat scenario if similar circumstances occur, but I have no concrete proof nor have I done any testing with regards to that. Current versions and settings: SSE 1.5.97 (downgraded with full patcher, no CC), SKSE 2.0.20, Defeat Bane 5.3.6 06082024, Dynamic Defeat LRG 1.6.3 for Bane 06082024. Legendary difficulty. Edited July 10, 2025 by belegost 2
belegost Posted July 11, 2025 Posted July 11, 2025 I'd like to point out that above is a separate issue from where the PC is stuck in struggle animation loop, even when the defeat scenario ends, in which case even "clean" or "reconfigure" does not restore control and loading a save from before is required.
belegost Posted July 14, 2025 Posted July 14, 2025 On 7/10/2025 at 7:53 PM, belegost said: If a character gets defeated - gets knocked down either via health threshold or filling up dynamic defeat bar - but the assailant gets killed or distracted in some other way before the sexual assault scene triggers, the next time a knock down happens via any source, an issue will manifest as follows: - the camera will be stuck in one position overlooking the character with no ability to rotate it around. If a SL scene starts, the camera will be stuck during the scene as well. Toggling Free Camera on/off will switch views, often in a completely random direction, but will not regain control over it - no resist bar will be displayed and no struggle hotkeys will function - an ambient sound of defeat (the characteristic bass humming known from vanilla death) will constantly be heard in the background for as long as the character is down - inventory will be freely accessible and drinking potions or eating food will be possible. As soon as health potion is drank the knock down state will end - no other means will end the knock down state, including the combat ending by itself. If a SL scene plays out there is a 50/50 chance the character will still be down as soon as it ends - if that happens the only method of ending knock down state is either drinking health potion or using "clean" debug function Once the issue occurs, it will persist across any future defeat scenarios, even if "clean" or "reconfigure" function is used. How to reproduce: Get PC knocked down using health threshold or dynamic defeat method but have the assailant die after the knock down occurs (e.g. get their health low and apply lingering poison to them just before getting knocked down or have a follower or another NPC kill them immediately after the knock down) PC must immediately get up with health bar back to full. It does not always happen, but if it does, the next knock down will have the issue described above There is some anecdotal evidence the issue may also be triggered via NPC/NPC defeat scenario if similar circumstances occur, but I have no concrete proof nor have I done any testing with regards to that. Current versions and settings: SSE 1.5.97 (downgraded with full patcher, no CC), SKSE 2.0.20, Defeat Bane 5.3.6 06082024, Dynamic Defeat LRG 1.6.3 for Bane 06082024. Legendary difficulty. This bug can also be triggered by falling damage even if they're are no enemies and the character is not in combat.
Bane Master Posted July 15, 2025 Posted July 15, 2025 13 hours ago, belegost said: This bug can also be triggered by falling damage even if they're are no enemies and the character is not in combat. So I guess that implies the issue is around failing to handle situations where there is no valid primary aggressor
belegost Posted July 15, 2025 Posted July 15, 2025 4 hours ago, Bane Master said: So I guess that implies the issue is around failing to handle situations where there is no valid primary aggressor In rare cases, a follower or own summon takes the role of an aggressor. I was not able to determine the exact cause why that happens, but I have been using your version for long enough to establish that it does happen, and on long enough playthroughs this issue will happen, sooner or later. Since now there is a dedicated thread I'll post updates if I notice anything that might give a clue as to how to trigger it reliably. Thank you for your work and for making this the best defeat mod there is. 3
PippinTom Posted July 15, 2025 Posted July 15, 2025 I've had lots of (maybe similar) problems with poisons in the past. And never found any other valid solution for defeat's hickup's on prematurely dying assaulters, except maybe for workaround that usually helped - if I was quick and aware that dude is sick and/or his overall condition is not really promising swift recovery: I hit end animation hotkey before he drops dead, so defeat does not have deal with him. Anyway, due to above, have stopped using poisons and other delayed damage weapons so one less problem with Skyrim... at expense of cute way of killing.
belegost Posted July 15, 2025 Posted July 15, 2025 (edited) I can say with certain degree of confidence that DOTs have a tendency to trigger the issue, most notably from fire breathing dragons, but any source of DOT is valid. It seems that if a character gets knocked down by an attack and then a DOT procs, there are two scenarios that can happen: a character outright dies and it's loading screen time an issue I described will occur The first one happens when the character still has low base health. E.g. just started the game, are low level and did not invest anything to raise HP. Attack hits, knock down happens, but then the character just dies outright before the whole thing has the chance to play out. The second one seems to happen if an attack knocks the character down solely through health threshold, not vulnerability, and then a DOT is applied on top. Fire, poison, whatever that thing is that spriggans do, and anything else will work. It does not always happen, but as I said previously, it will happen, sooner or later. Edited July 15, 2025 by belegost
trend3i Posted July 17, 2025 Posted July 17, 2025 Hello. There is a problem that the character between scenes does not fall as before, but just stands. Can someone tell me how to solve this problem?
blackoperations Posted July 18, 2025 Posted July 18, 2025 Re my earlier, poorly thought out requests Thanks on the pointer to DDs remove function. Didn't see that option slip in over the years. DF's remove category feature might make it worth it to install it, pause the mod while playing when I'm not in a game that needs it, just to use it to remove pesky items. The zeroed stamina after a defeat appears to be a problem with the Hentairim game.
MiyuShinonomiya Posted July 18, 2025 Posted July 18, 2025 Oh hey awesome! I'm so glad it finally has its own page. I want to ask if anyone's had any success running this with Sexlab to Ostim. I tried asking on the Sexlab to Ostim page but didn't really get any responses.
DonQuiWho Posted July 19, 2025 Posted July 19, 2025 (edited) Hi Has anyone else ever got this when a Defeat scene is playing? And know where it comes from? It's the ORK who is 'speaking' There is audio too, but it's different from the written text Any help welcome TIA DQW Edited July 19, 2025 by DonQuiWho
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