Jump to content

Defeat Updated by Bane Master LE/SE


Recommended Posts

Posted (edited)
11 hours ago, DonQuiWho said:

Hi  Has anyone else ever got this when a Defeat scene is playing?  And know where it comes from?  

Afraid I've never seen anything like that - sorry

 

Outside of Defeat the only thing I have seen that *might* be a possibility is "Orkish Bounty Hunters" - but I don't use it atm so can't say for sure

Edited by Bane Master
Posted (edited)
4 hours ago, Bane Master said:

Afraid I've never seen anything like that - sorry

 

Outside of Defeat the only thing I have seen that *might* be a possibility is "Orkish Bounty Hunters" - but I don't use it atm so can't say for sure

 

Thanks!  I have another clue in my logs that I'm following up.  Sorry to have troubled you

 

DQW 

 

PS:  Just in case it ever crops up again, here's what might well be causing it.  If the suggested fixes work, I'll leave this as is for other's info

 

 

Edited by DonQuiWho
Posted (edited)

Experimental update for Dynamic Defeat LRG Patch. For SE/AE only. I moved some calculations Defeat is doing after Player or NPC is hit from Papyrus to SKSE plugin. Why? By default Defeat processes only one OnHit Event simultaneously. It you get hit while Defeat is busy processing the previous hit, than the latest hit will be ignored. By moving some of the calculations to SKSE plugin we can drastically increase the processing speed and more onHit event will trigger. This will be especially noticeable when you're fighting against multiple NPCs at once - most of their hits will be processed and Dynamic Defeat Bar will fill up much faster.

 

The update is experimental since I'm no expert in C++ and have quite vague understanding of what I'm even doing. Now, I did run some tests, fought 15 bandits with a follower and "NPC vs NPC" options turned on, it does not seem to crash, but you never know. If you would like to check the patch up please consider sharing your experience - is it working, any crashes / unusual behaviour, etc.

 

Requirement:

 

Address Library for SKSE Plugins

 

Patch:

 

[Removed]

 

 

SKSE Source code (for modders):

 

Edited by AndrewLRG
Removed broken SKSE plugin
Posted

@Bane Master

@AndrewLRG

 

Hi.  I've installed 'Andrew's' latest update and I have a relatively new game going and I've come across an oddity, more than once, for which I am not sure of the cause.  It follows on from encounters involving Defeat, but it cound be Andrew's update, or it could be 'Bane's' FSM Addon

 

Background:  Party of 3, player + 2 followers (Iris and Erika), more or less at the start of Ustengrav.  Gone past the Innumerable Urns - not opened as DEC might ruin the party by dressing everyone up in DDs and cost all the party keys.  Past the 'mages vs draugrs' punch up corpses and then down the tunnel into the small side chamber, got the stuff out of the chest OK and on going back up the tunnel, encountered a couple of really tough mummies from Demonic Creatures (draugr based - that's what Sexlab Tools shows as being the range of applicable animations)

 

Get soundly beaten, the mummies have their fun with (player+1 Imperial follower Erika), but then go off to entertain themselves with IIris, the other, Nord, follower, who was lying some distance away from the main (Bad boys & player+Erika) encounter.  By the time the player and Erika shed the applied DDs (Chains Hood etc) and get back, kill the baddies, incl the one who was attending to the 2nd follower Iris, all that's left of Iris is a disembodied head and weapon and 'More Informative Console' shows that Iris is now no longer a 'Nord' but as belonging to the 'Invisible Race'.  Plenty Health etc, but no amount of fiddling with 'setrace' commands will change that

 

This wasn't the first time this happened - I had it happen on an earlier battle, but to the other follower (both come from the same base mod, as merged with one or two other follower mods)

 

I was wondering if any of this might make any sense to either of you?  For instance does FSM employ some magic to make a follower invisible post defeat (I had the FSM 'isolated' parameter set to 75% so it was quite high) before spiriting it off to whoever might then find themselves in receipt of some largesse in the form of a big boobed bundle of bouncing bottom, and if Andrew's changes speed up the basic Defeat event, could that finish the Defeat event even before the FSM event could fully complete?

 

Either of you (or anybody else) seen anything like that? - or does it ring a bell in that it might be an intrinsic part of the Defeat/FSM etc mod suite?

 

I have attached a log showing the sort of Defeat sequence I set out above

 

The NPC that went AWOL was  '(7E1DF3E8)>] Iris The Guardian Of Whiterun'

 

I did notice that all the DDSound messages near the end seemed to show her as OK, both her and the other follower, right up to line 9946 at which point it looks as if DDSound decided that she wasn't there any more, if that's what Alias 'Removing' means in this context.  But that might have been me fiddling around trying to reset the race etc 

 

[07/30/2025 - 05:48:42PM] [DDSound] - _DeviousSound_PlayerFollowerProcAlias - OnUpdate - CurrentFollower: [Actor < (7E1DF3E8)>] Iris The Guardian Of Whiterun
[07/30/2025 - 05:48:42PM] [DDSound] - _DeviousSound_PlayerFollowerProcAlias - OnUpdate - Removing
[07/30/2025 - 05:48:42PM] [DDSound] - _DeviousSound_FollowerAlias - Iris The Guardian Of Whiterun - CleanAlias - Index: 1 - FollowerRef: [Actor < (7E1DF3E8)>]

 

If either of you have any idea what might be wrong, I'd be glad to know!

 

And if I'm barking up the wrong tree, just say so! 😜  

 

TIA  

 

DQW

Papyrus.2.log

Posted
3 hours ago, DonQuiWho said:

Hi.  I've installed 'Andrew's' latest update and I have a relatively new game going and I've come across an oddity, more than once, for which I am not sure of the cause.  It follows on from encounters involving Defeat, but it cound be Andrew's update, or it could be 'Bane's' FSM Addon

 

It started to happen after you installed my update? I'll have a look, though I'm not sure my plugin could cause that. It does not change post-assault mechanics. It also fills Papyrus variables if they are being edited in SKSE-plugin. I'm not using Follower Slavery Mod, so I can't say for sure.

 

3 hours ago, DonQuiWho said:

[07/30/2025 - 05:48:42PM] [DDSound] - _DeviousSound_PlayerFollowerProcAlias - OnUpdate - CurrentFollower: [Actor < (7E1DF3E8)>] Iris The Guardian Of Whiterun
[07/30/2025 - 05:48:42PM] [DDSound] - _DeviousSound_PlayerFollowerProcAlias - OnUpdate - Removing
[07/30/2025 - 05:48:42PM] [DDSound] - _DeviousSound_FollowerAlias - Iris The Guardian Of Whiterun - CleanAlias - Index: 1 - FollowerRef: [Actor < (7E1DF3E8)>]

 

That's the part when Iris either died or was dismissed. Devious Sounds detected these changes are removed Iris from its follower list.

 

Do you happen to know what "CH Follower" stands for? From what mod is it? In your log file "CHFollower" tries to do something with some follower right before Iris dies.

Posted
11 hours ago, DonQuiWho said:

I was wondering if any of this might make any sense to either of you?

I've never seen anything like this.

 

FSM doesn't change anyone's race - it does move NPC's around during enslavement but hides that where necessary by using SetAlpha.

 

Don't think this is anything to do with FSM - sorry I can't be of more help.

Posted
1 hour ago, Bane Master said:

I've never seen anything like this.

 

FSM doesn't change anyone's race - it does move NPC's around during enslavement but hides that where necessary by using SetAlpha.

 

Don't think this is anything to do with FSM - sorry I can't be of more help.

 

Thanks

 

I'm just clutching at straws/scratching around for ideas at the moment, and started here as the issue first appeared after/during Defeat events

 

I'll go and look elsewhere - and I'll let you know what it is/was if I ever track down the proper cause 

 

DQW

Posted
On 7/27/2025 at 5:02 PM, AndrewLRG said:

Experimental update for Dynamic Defeat LRG Patch. For SE/AE only. I moved some calculations Defeat is doing after Player or NPC is hit from Papyrus to SKSE plugin. Why? By default Defeat processes only one OnHit Event simultaneously. It you get hit while Defeat is busy processing the previous hit, than the latest hit will be ignored. By moving some of the calculations to SKSE plugin we can drastically increase the processing speed and more onHit event will trigger. This will be especially noticeable when you're fighting against multiple NPCs at once - most of their hits will be processed and Dynamic Defeat Bar will fill up much faster.

 

The update is experimental since I'm no expert in C++ and have quite vague understanding of what I'm even doing. Now, I did run some tests, fought 15 bandits with a follower and "NPC vs NPC" options turned on, it does not seem to crash, but you never know. If you would like to check the patch up please consider sharing your experience - is it working, any crashes / unusual behaviour, etc.

 

Requirement:

 

Address Library for SKSE Plugins

 

Patch:

 

Dynamic Defeat LRG Patch 1.7.0 SE for Bane 06082024 SE.7z 5 MB · 11 downloads

Hello,  I got am Dll missing warning when I added this update  when I tried to start my game, the older patch had no issue 🤔 

 

SKSE Source code (for modders):

 

On 7/27/2025 at 5:02 PM, AndrewLRG said:

 

Dll warning.jpg

Posted
4 hours ago, AndrewLRG said:

Did you install the correct version of Address Library for SKSE Plugins? My plugin was made using CommonLibSSE NG, so it should be compatible with all SE/AE versions.

 

Hi

 

When I went to check it, I got the same, and as far as I can tell, all my SKSE etc plugins are latest versions from Nexus

 

DQW

Posted (edited)
On 8/5/2025 at 4:13 PM, AttilaMagyar said:

yes, I have the latest one for AE🤔

  Reveal hidden contents

 

 

On 8/5/2025 at 7:29 PM, DonQuiWho said:

 

Hi

 

When I went to check it, I got the same, and as far as I can tell, all my SKSE etc plugins are latest versions from Nexus

 

DQW

 

Could you give this plugin a try? As far as I understand it was build specifically for AE (not compatible with SE or VR).

 

 

[Removed]

 

Both versions are working fine in my game. I'm probably forgetting about some dependency.

Edited by AndrewLRG
Removed broken SKSE plugin
Posted
2 hours ago, AndrewLRG said:

 

 

Could you give this plugin a try? As far as I understand it was build specifically for AE (not compatible with SE or VR).

 

Plugin for AE.7z 4.78 MB · 3 downloads

 

Both versions are working fine in my game. I'm probably forgetting about some dependency.

I get the same error message even with the plugin. Oddly enough the first one; Dynamic Defeat LRG Patch 1.6.3 for Bane 06082024 works 🤔

Posted
2 minutes ago, AttilaMagyar said:

I get the same error message even with the plugin. Oddly enough the first one; Dynamic Defeat LRG Patch 1.6.3 for Bane 06082024 works 🤔

 

Dynamic Defeat LRG Patch 1.6.3 does not have a SKSE plugin.

 

My last guess would be to update Visual C++ redistributable. There's a link in Open Animation Replacer off-site requirements. You don't need Open Animation Replacer itself, just its off-site requirement.

Posted

Pardon me for asking but does the LRG patch (1.6.3) remove the strugglebar after defeat ? My player character just sits there until the aggressors become hostile again and regains control.  Also I wasn't able make the patch 1.7.0 work even after updating Visual C++ redist. 

Posted

The biggest problem with Defeat is that its action keys don't work in Nemesis and Pandora, and its gameplay is locked in FNIS. Hopefully this will be fixed.

Posted (edited)
3 hours ago, thegoodbuoy0 said:

Pardon me for asking but does the LRG patch (1.6.3) remove the strugglebar after defeat ? My player character just sits there until the aggressors become hostile again and regains control.

 

I completely forgot about that. Thanks for reporting! The thing is, LRG patch is using the default Struggle Bar as Dynamic Defeat Bar. Back then I didn't know how to make new widgets, so reusing the existing one was the easiest solution. Unfortunately, that also meant that when Dynamic Defeat Bar was suppose to hid, Struggle Bar also disappeared.

 

This should fix it. Updated version 1.6.4. Based on published stable version 1.6.3. (without SKSE plugin) .Dynamic Defeat Bar now has it's own widget, separate from Struggle Bar. Both Bars can be active simultaneously. The new Dynamic Defeat Bar is located slightly higher than it used to be.

 

Dynamic Defeat LRG Patch 1.6.4 for Bane 06082024.7z

Edited by AndrewLRG
spelling
Posted
13 hours ago, lodoraemon said:

The biggest problem with Defeat is that its action keys don't work in Nemesis and Pandora, and its gameplay is locked in FNIS. Hopefully this will be fixed.

 

so even in this version, you still cant play as a rapist proper yet? man that sucks, i thought only Baka’s got that problem

Posted
17 hours ago, AndrewLRG said:

 

I completely forgot about that. Thanks for reporting! The thing is, LRG patch is using the default Struggle Bar as Dynamic Defeat Bar. Back then I didn't know how to make new widgets, so reusing the existing one was the easiest solution. Unfortunately, that also meant that when Dynamic Defeat Bar was suppose to hid, Struggle Bar also disappeared.

 

This should fix it. Updated version 1.6.4. Based on published stable version 1.6.3. (without SKSE plugin) .Dynamic Defeat Bar now has it's own widget, separate from Struggle Bar. Both Bars can be active simultaneously. The new Dynamic Defeat Bar is located slightly higher than it used to be.

 

Dynamic Defeat LRG Patch 1.6.4 for Bane 06082024.7z 272.92 kB · 5 downloads

Unfortunately the struggle bar still doesn't appear post defeat even with this update, atleast for me. The player character remains immobile till the NPCs become aggressive and then kill the character. Perhaps my game is somehow bugged. I am quite unsure about what is going on with this.

Posted
1 hour ago, thegoodbuoy0 said:

Unfortunately the struggle bar still doesn't appear post defeat even with this update, atleast for me. The player character remains immobile till the NPCs become aggressive and then kill the character. Perhaps my game is somehow bugged. I am quite unsure about what is going on with this.

 

That might be an issue from original Defeat. It was reported before - player keeps siting after sex and post-assault events. Probably has something to do with animation states - game thinks that player is still immobile. This issue is inconsistent, so it's hard to pinpoint what's causing it.

Posted (edited)
On 8/7/2025 at 7:04 PM, AndrewLRG said:

 

That might be an issue from original Defeat. It was reported before - player keeps siting after sex and post-assault events. Probably has something to do with animation states - game thinks that player is still immobile. This issue is inconsistent, so it's hard to pinpoint what's causing it.

That is quite unfortunate. I'm unable to proc any of the post-assault scenarios due to this. However, after extensive testing I've had a couple of instances where the struggle bar popped up after assault. I suppose the update is working. Thank you.

 

Edit: Fixed the issue. It was load order related and one of the other death alternative mod somehow ended up loading after SL so it was messing with the bleedout states. 

Edited by thegoodbuoy0
updating fix
Posted (edited)

Figured out why was the plugin crashing. I was building it using a "debug mode" that requires the application (Visual Studio) it was created with to be installed. I, obviously, have it, so the plugin worked fine for me, but crashed for everyone else. This time it's rebuild with correct "release mod". The plugin will still require the latest Visual C++ Redistributable, that can be downloaded from Microsoft website. Patch 1.7.1 based on 1.6.4, includes fix for Dynamic Defeat Bar. Also includes an experimental option to reset Players animation state after all Defeat events finish playing. Might help when Player is stuck in sitting animation. Located in Defeat MCM / Misc Options / "Reset Player animations after Defeat scenes".

 

Requirements:

 

1) Address Library for SKSE Plugins

2) Latest Microsoft Visual C++ Redistributable OR Off-site requirement for Open Animation Replacer

 

Patch:

 

 

Dynamic Defeat LRG Patch 1.7.2 SE for Bane 06082024 SE.7z

 

Plugin Source:

 

Edited by AndrewLRG
Update to 1.7.2
Posted (edited)
16 hours ago, AndrewLRG said:

Figured out why was the plugin crashing. I was building it using a "debug mode" that requires the application (Visual Studio) it was created with to be installed. I, obviously, have it, so the plugin worked fine for me, but crashed for everyone else. This time it's rebuild with correct "release mod". The plugin will still require the latest Visual C++ Redistributable, that can be downloaded from Microsoft website. Patch 1.7.1 based on 1.6.4, includes fix for Dynamic Defeat Bar. 

 

-snip-

 

Just tested 1.7.1 in my modlist. It causes instant CTD on loading a save. Here is the trainwreck crash log and papyrus0.log (if it helps). I know that I don't have the most stable of modlists, perhaps some other person should test it just for confirmation but from what I could see in the trainwreck log, it seems that the plugin is searching for some DD NG scripts in the wrong filepath and it is crashing the game because it couldn't find it?

Papyrus.0.log trainwreck.log

Edited by thegoodbuoy0

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...