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Defeat Updated by Bane Master LE/SE


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Posted
2 hours ago, Revis-Linker said:

 

When I installed 1.7.2 and started playing, I also encountered the same issue where the resistance bar wouldn't appear after the first defeat. After this issue occurred, I reverted to 1.6.4 or used the BAKA version, but the bar still wouldn't appear. This issue doesn't go away even when I start a new game.
I think some data might have been overwritten outside of the game, but I can't figure out where the problematic data is stored...

 

Sorry, I was mistaken!
In an attempt to fix an issue that occurred throughout the Defeat Mod where the camera would rotate rapidly when dying without being defeated, I installed a mod that changes the camera control upon death. However, it seems that the mod had a setting to hide the UI upon death, and that processing was also being applied upon defeat.
When I disabled the setting to hide the UI, the resistance bar began to display as normal.

  • 2 weeks later...
Posted (edited)

 can i use Acheron with this? As i still die with this mod if taken lethal damage and the death alternative in older version is quite outdated

 

 

Edited by Leonel777
  • 2 weeks later...
Posted

I can't wrap my head around this one.

 

I'm having an issue where animations are not available for PC & Follower aggressors.  The animation choices shrunk to 5, where as the options were much larger.  I want Cowgirl animations but their just not being made available.  I reinstalled Defeat thinking maybe that would solve it and I always import my settings from previous games and even tried creating new settings in a new game.

 

My settings are the same for SexLab (1.66b) as well, nothing has changed....I import those setting in each game

 

I just want Cowgirl / FemDom animations for my followers and PC

 

In the MCM animation filter I have aggressive, for Fem/Male tags are "Cowgirl & FemDom", in SL toggle animations for aggressive I have all the Billy, FunnyBiz, Anubs Cowgirl animations there.

 

Any Suggestions for this all of a sudden behavior?

Posted (edited)

Recently, I discovered that the knockdown animation (PAsleeper) for the action key is implemented by injecting it into FnisPAanimations (pair animation). However, neither Nemesis nor Pandora generates its behavior tree. Similarly, other paired animations are not registered in Pandora.I attempted to import it as a new animation into Pandora, but it didn't work. Does anyone have a better solution?

Edited by lodoraemon
Posted (edited)

@AndrewLRG @Bane Master Can LRG patch be safely made  into light plugin? Vortex claims it could be flagged as such. Is there anything in there that requires it to be a regular esp?

 

 

As a side note regarding export/import settings, this function doesn't seem to work.

I had it since forever, but I thought that maybe this had something to do with my setup, the fact that I used old PC and how much junk was there in my Skyrim installation. I have moved to a new PC, completely new installation of Skyrim and can verify that it does indeed seem to not work.

 

After pressing "import" button, the values within MCM do indeed change and appear to be correct, but they are not actually applied to the game.

 

Examples:

A struggle bar will not change dimensions, location and color when in game, even though the options within MCM say otherwise.

Hotkeys for Action and Surrender will not conform to those defined when exporting and will remain default, even though in MCM they look like they should be assigned to different keys.

Similar with custom animation and defeat settings.

 

Basically means that on each new game you have to go through all the options in the MCM and change them manually. And there's a lot of them.

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

@AndrewLRG @Bane Master Can LRG patch be safely made  into light plugin? Vortex claims it could be flagged as such. Is there anything in there that requires it to be a regular esp?

 

 

As a side note regarding export/import settings, this function doesn't seem to work.

I had it since forever, but I thought that maybe this had something to do with my setup, the fact that I used old PC and how much junk was there in my Skyrim installation. I have moved to a new PC, completely new installation of Skyrim and can verify that it does indeed seem to not work.

 

After pressing "import" button, the values within MCM do indeed change and appear to be correct, but they are not actually applied to the game.

 

Examples:

A struggle bar will not change dimensions, location and color when in game, even though the options within MCM say otherwise.

Hotkeys for Action and Surrender will not conform to those defined when exporting and will remain default, even though in MCM they look like they should be assigned to different keys.

Similar with custom animation and defeat settings.

 

Basically means that on each new game you have to go through all the options in the MCM and change them manually. And there's a lot of them.

 

I don't know how .esl plugins work, so can't say for sure. If they handle quests and attached scripts like normal esp/esm plugins, then I guess it should be fine. Maybe.

 

It seems import button works only partly. It loads saved settings, but does not perform additional required steps for some of them. In result, some options, like defeat conditions and sliders are loaded correctly, but struggle (and dynamic defeat) bar does not. I'll have a look. :) 

 

P.S. Are you using the latest version of Defeat with Bane's edits - "Defeat V5.3.6 Bane 06082024"? Bane actually fixed a lot of issues with setting import.

Edited by AndrewLRG
Posted
3 hours ago, AndrewLRG said:

Are you using the latest version of Defeat with Bane's edits - "Defeat V5.3.6 Bane 06082024"? Bane actually fixed a lot of issues with setting import.

Yes, I do. I use the latest version of Bane's Defeat and latest version of your patch. And I have actually seen the very post where he claimed this was fixed, long, long time ago. Well, it never worked for me.

Posted
3 hours ago, AndrewLRG said:

I don't know how .esl plugins work, so can't say for sure.

It would be an esp-fe not esl actually. I'm not really sure how Vortex does the flagging as normally you'd need something like xEdit to convert it, but Vortex does it just like that. The flag can be flipped both ways with just a push of a button. I have flagged many plugins that way, which are normally not light, and they see to work fine.

 

But I know next to nothing about scripting, and how that might influence things.

Posted
16 hours ago, belegost said:

A struggle bar will not change dimensions, location and color when in game, even though the options within MCM say otherwise.

I have confirmed there seems to be a problem here - I'll take a look when I get some time

 

17 hours ago, belegost said:

Can LRG patch be safely made  into light plugin?

 

Defeat itself cannot - If you check its ESL qualifications in Wyre Bash you get:

Not ESL-Capable
This plugin contains records with FormIDs greater than 0xFFF.

 

Afraid IDK for certain regarding the LRG Patch - Wyre bash says it is ESL-Capable but you would need to check with @AndrewLRG to be sure

Posted
27 minutes ago, Bane Master said:

I have confirmed there seems to be a problem here - I'll take a look when I get some time

List of disabled races also doesn't transfer. And it's annoying to set up, since you have to do it separately for player and NPC vs NPC. I always disable farms animals (bar horses), deers, mudcrabs, slaughterfish, rabbits, foxes, mudcrabs, goats, etc. since they sometimes get into queue to be next in line for rape when a character is defeated by the wolves or bears or bandits or whatever, which doesn't make sense.

 

There may be some options that do get applied but I have no idea how to verify them, since on surface, MCM says everything's set up and I'd have to check every single instance. Like for example percentages in Knock-down section are not something I'm able to verify without spending ungodly amount of time on it.

 

I'm not sure, but I don't think settings from Andrew's patch carry over as well.

 

Is it at all possible to have the settings be saved using something like FISSES or MCM Helper and auto-load on startup? That would massively cut down on set up time at the game start. Currently it takes me about 40 minutes if I'm fast and that's with a lot of mods automated through Settings Loader mods by MaskedRPGFan. Unfortunately he doesn't have any for LL mods.

Posted
1 hour ago, belegost said:

Is it at all possible to have the settings be saved using something like FISSES or MCM Helper and auto-load on startup? That would massively cut down on set up time at the game start. Currently it takes me about 40 minutes if I'm fast and that's with a lot of mods automated through Settings Loader mods by MaskedRPGFan. Unfortunately he doesn't have any for LL mods.

I'm afraid I don't have the time or motivation to rewrite the whole MCM save routine - sorry

Posted
12 minutes ago, Bane Master said:

I'm afraid I don't have the time or motivation to rewrite the whole MCM save routine - sorry

 

I understand. Thank you nevertheless.

Posted
2 hours ago, Bane Master said:

I have confirmed there seems to be a problem here - I'll take a look when I get some time

Ok - I have a fix for the Strugglebar settings not restoring correctly.

 

1 hour ago, belegost said:

List of disabled races also doesn't transfer.

I will look at the disabled races as I also find it a pain to do every new game but I make no promises - depends on whether I can see a simple solution.

 

If you do find any other settings that are not actioned on import let  me know and I'll take a look.

Posted (edited)
On 11/2/2025 at 12:13 PM, Bane Master said:

List of disabled races also doesn't transfer.

 

I have fixed Race settings transfer and Widget Settings being applied - at present this will only work for Non-LRG Patch users as the LRG Patch overwrites these changes.

 

Hopefully @AndrewLRG will be happy to update his patch to forward the update.

 

 

SL Defeat SSE.5.3.6 Bane 04112025.7z

SL Defeat LE.5.3.6 Bane 04112025.7z

Edited by Bane Master
Posted (edited)

hey guys maybe someone could help me, speaking regarding the NPC vs NPC (FOLLOWER) 

 

I still don't have NPC vs NPC "Threesome" (Group/MMF/MMMF whatever tags they have...) animations you know, they just don't execute - the Defeat itself works well, but every single time only for one actor(1vs1) and other enemies just idling around like after the fight.

 

To save your time, check below what I've already tried doing after googling and reading posts here (but actually found only one topic with same issue without actual resolution unfortunately): 

  • I have all those animations installed for sure and registered
  • Just to make sure I have the active animations – tested the Simple Defeat, all animations are working flawlessly (regardless the mod itself no offense, just didn't like it)
  • In MCM/Defeat menu I’ve set all threesome chances/range and conditions for knock stage - works but only for single enemy animation
  • Tried checking the animations TAGs at animations tab, it worked but again only for solo character scene(donno maybe I did something wrong here)
  • Tried reinstalling SL Framework/Defeat/Windows/Everything (ok joking not windows) 
  • Tried switching some mods on and off again
  • Made clean saves/loads 
  • I'm using Vortex+Nemesis (but already tried with FNIS and Pandora - no difference) 

 

At first glance - it seems like mod just don’t trigger anyone just one enemy at a time. Other enemies are not affected by the framework. 

Any tips please? Maybe someone can share some settings? 

 

in addition:

I removed using MCM SL all "single" character aggressive animations and leave only multiple ones, nothing even happens, NPC just came to follower and idle. 

Below attaching some screenshots of settings and what happens in console. Looks like to me that framework doesn't even try looking for MULTIPLE tags/animations or I'm wrong? 

Spoiler

defeat_20251105020855_1.jpg

defeat_console_20251105020820_1.jpg

 

Similar with multiple tags at assault filter: nothing happened, NPCs just idle.  

Spoiler

defeat_console2_20251105023950_1.jpg

 

So to summarize - multiple animations works but only with/if player involved in the fight, so afterwards followers asking whether you wanna "join", but only involves player, that means only animations for three characters are working in this case but never involves other followers/npcs - any options to fix that?

 

Edited by I KNOW U DID THS
Posted (edited)

 

On 11/4/2025 at 2:48 PM, Bane Master said:

 

I have fixed Race settings transfer and Widget Settings being applied - at present this will only work for Non-LRG Patch users as the LRG Patch overwrites these changes.

 

Hopefully @AndrewLRG will be happy to update his patch to forward the update.

 

 

SL Defeat SSE.5.3.6 Bane 04112025.7z 5.56 MB · 1 download

SL Defeat LE.5.3.6 Bane 04112025.7z 6.39 MB · 1 download

 

Hi!

 

Updated "Dynamic Defeat" version 1.6.5 for the latest "SL Defeat SSE.5.3.6 Bane 04112025". 

 

For LE:

 

Dynamic Defeat LRG Patch 1.6.5 LE for Bane 04112025 LE.7z

 

For SE:

 

 

Dynamic Defeat LRG Patch 1.6.5 SE for Bane 04112025 SE.7z

 

Minor changes:

 

1) Returned the "Reset Player animations after Defeat scenes" toggleable option located in Defeat MCM / Misc Options. When enabled it will try to fix the issue of Player being unable to move after post-assault or robbing events by forcing the game to re-evaluate player's animations.

2) Following a request, DefeatMCMscr script now has less than 9000 lines. 8999 to be precise. :)

Edited by AndrewLRG
Posted
3 hours ago, AndrewLRG said:

2) Following a request, DefeatMCMscr script now has less than 9000 lines. 8999 to be precise. :)

 

😂😂😂

 

And this fix/update was very very prompt! 

 

Thanks vm

 

(and to @Bane Master )

 

DQW

Posted (edited)
3 hours ago, AndrewLRG said:

 

 

2) Following a request, DefeatMCMscr script now has less than 9000 lines. 8999 to be precise. :)

 

My like is for this line. 🤪

Next version make it 18k and called it critical mass version.  🫡

Spoiler

I was thinking the same when I read that critique.  Not your fault that SKyUI require all those lines.

 

Edited by safado
Posted

Oh cool!  Defeat updates!

 

If I may request, could the modifier key be removed and the different functions be mapped to separate individual keys instead?  The modifier key doesn't work in VR with controllers.

 

Also, is there a way to remove or limit the put in a sack ability?  It feels too cheap that I can walk up to any sleeping character and just stick them into a sack.  Having this ability available only when they're in bleedout would be more fair.  It also bugs me that guards are unconcerned about me hauling a giant sack with a struggling person inside.

Posted

I'm trying to use Bane's defeat with the dynamic defeat patch LE, but I'm not able to get most of it to work. I've tried installing most of the versions of bane defeat / dynamic defeat path that are uploaded and I'm not able to get the dynamic defeat function to work on any of them. All the normal defeat functions work as intended, but most dynamic items aren't working well. Can somebody who knows something help look through this log and let me know what the issue might be? thanks.

 

The last thing I did was get hit a bunch of times by a couple bandits, which creates some errors that may show why its not working. 

 Papyrus.0.log

Posted (edited)
On 11/4/2025 at 10:28 PM, AndrewLRG said:

Returned the "Reset Player animations after Defeat scenes" toggleable option located in Defeat MCM / Misc Options. When enabled it will try to fix the issue of Player being unable to move after post-assault or robbing events by forcing the game to re-evaluate player's animations.

 

Oh cool, that is a most welcome (re)addition. I had been experiencing this issue from time to time. I had to always reload the entire game whenever it happened, since it led to soft lock.

Edited by belegost
Posted

@Bane Master

 

Hi again 🙂

 

This is brand new!  Any chance that it might be easily added as an outcome to Defeat 5.3.6?  Or maybe even as a stealth outcome for DEC? 

 

Appreciate that followers might be an issue, but they (all the current ones) could maybe just be sent off to FSM? - as a sort of bonus for the 'bandit clan' for their efforts ..... 😄   

 

Any thoughts - apart from maybe wanting to confine the player who suggested this to the depths of Sovngarde?

 

DQW

 

 

 

 

Posted
10 hours ago, belegost said:

@Cuest can you update the download page, please?

 

I could, but first the decision has to be made by the @Bane Master that I should.

I guess that pushing current "local" version of Defeat BME to the files section while there is no corresponding update for Dynamic Defeat LRG may create chaos(*) - consider never-read-the-description morons that will blindly download latest versions of those two as if they were compatible, which - to be honest - I'm not sure is true.

 

________

*) event is sent to every subscriber + mod's position is bumped in the list at general SE download section attracting also non-subscribed ones, as opposition to quietly linked "local" test version we have at the moment.

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