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Defeat Updated by Bane Master LE/SE


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Posted (edited)
On 11/10/2025 at 11:00 AM, Bane Master said:

That's fine - you can move any updates I post in this thread to the download page unless I explicitly state they are test only and not for general release

 

That was easy part - done.

However for some freaking reason I cannot update the description... already reported issue to authorities ; )

 

On 11/10/2025 at 11:00 AM, Bane Master said:

@AndrewLRG has posted a matching update for the Dynamic Defeat patch a few posts below mine, 

 

I must be moron myself - II missed that entirely.

 

edit: Ashal has solved my problem, so the description is up-to-date too

Edited by Cuest
Posted
16 hours ago, AnonymousUser27 said:

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 564.34 kB · 1 download

 

Thank you for reporting! That's my mistake - I forgot to make an LE version of "Dynamic Defeat patch":

 

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

 

Please use it either on a new game or a save before you installed un-working version of Dynamic Defeat patch.

Posted (edited)
12 minutes ago, Cuest said:

 

That was easy part - done.

However for some freaking reason I cannot update the description... already reported issue to authorities ; )

 

 

I must be moron myself - II missed that entirely.

 

Hi! Could you please re-upload the "Dynamic Defeat LRG Patch 1.6.5 for Bane 04112025.7z"? I've divided it into LE and SE versions. New files are in the previous post. Currently uploaded "Dynamic Defeat LRG Patch 1.6.5 for Bane 04112025.7z" is no longer needed. Sorry for the inconvenience. 

Edited by AndrewLRG
Posted
On 6/23/2025 at 8:08 PM, 4Lewds said:

baka_defeat or dis hmmm. 

I see Baka is shifting his files to subscribestar and mega leaving this place with just links. I tried downloading one and got a malware warning from one of my adblocks. So I am slowly become adverse to Baka mods slowly. So it looks like I will test out this one instead.

Posted
On 11/5/2025 at 12:58 AM, I KNOW U DID THS said:

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? 

  Reveal hidden contents

defeat_20251105020855_1.jpg

defeat_console_20251105020820_1.jpg

 

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

  Reveal hidden contents

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 asking to join other followers/npcs - any options to fix that?

 

Hi @Cuest please maybe you can take a look? appreciate your time ;) 👍

Posted
15 hours ago, I KNOW U DID THS said:

Hi @Cuest please maybe you can take a look? appreciate your time ;) 👍


For quite some time now I have whole NPC vs NPC feature disabled, (in my last few games for sure), so I don't have any insight to share on that topic - better luck with someone that actually uses that functionality. Actually I don't remember seeing any threesome involving just NPCs ever.

 

Anyway...   note from uploader:    I'm just an uploader, not the author

 

Posted

Several people have already asked, so I apologize if that's out of scope - but would there be any way to integrate Baka's struggle animations into this version? I think he at one point made a DAR package that patched the OG Defeat with his animations, too. Thanks for your work.

Posted (edited)

I installed the mode, but Devious Device detection no longer seems to work. 

I don't know if the problem is with defeat or Devious Device NG.

I tried putting defeat after Devious Device. But it doesn't change anything at all.

Does anyone else have the same problem ?
Or is it just a bug ?

Edited by Daemon169
Posted
5 hours ago, Daemon169 said:

I installed the mode, but Devious Device detection no longer seems to work. 

I don't know if the problem is with defeat or Devious Device NG.

I tried putting defeat after Devious Device. But it doesn't change anything at all.

Does anyone else have the same problem ?
Or is it just a bug ?

 

Since I'm not sure at what stage you're stuck, I'll list some possible problems.

1. Have you installed the "Dynamic Defeat LRG Patch"? Defeat alone does not include the ability to access DD items; installing this add-on, which can be found on the same page, enables it.
2. Have you changed your MCM settings? By default, the probability of equipping DD items is set to 0%. Check the MCM and adjust the probability.
3. Are there any post-defeat events other than "equipping DD items" occurring? "Equipping DD items" is a single post-defeat event in itself. Therefore, it will not occur if another post-defeat event occurs, such as being rescued, abandoned in the wilderness, or a linked event with another mod like SS++.

Posted
7 hours ago, Revis-Linker said:

 

Since I'm not sure at what stage you're stuck, I'll list some possible problems.

1. Have you installed the "Dynamic Defeat LRG Patch"? Defeat alone does not include the ability to access DD items; installing this add-on, which can be found on the same page, enables it.
2. Have you changed your MCM settings? By default, the probability of equipping DD items is set to 0%. Check the MCM and adjust the probability.
3. Are there any post-defeat events other than "equipping DD items" occurring? "Equipping DD items" is a single post-defeat event in itself. Therefore, it will not occur if another post-defeat event occurs, such as being rescued, abandoned in the wilderness, or a linked event with another mod like SS++.

 

Thanks for your help.

 

I just activated the Devious Device options by setting them to 100% to see if it works, and yes, it works fine.

However, when you click on "List of loaded compatible modes," "Devious Framework" is shown as not present.

 

I should have tested it first, sorry. 
 

Posted (edited)

so im having a issue where the base defeat not dynamic just doesnt work now its like the mod is just completely unresponsive but is on and everything is set it worked before but dont know what changed (i forgot to mention it seems to mostly be the wound defeat side of things even with knockdown at 100% i dont get knocked down

 

 

Edited by Dendriah
correction
Posted

I've been testing this mod out and found an issue with NPC vs NPC defeat.
I have staged a couple of battles using player.placeatme to test out the NPC vs NPC functionality,
And from what I've seen the NPCs fight normally and ignore knocked out enemy NPCs until the end of combat, after that some of the NPCs find their victims and start their scenes as they should, but other NPCs of the same faction that are without a victim start attacking the victims killing them - even when victim is still in the knocked out pose, or is already in animation with the assaulter.

Anyone else had the same issue, and if so how can i fix this?

Posted

question is there away for a enemies to down my fallower and ignore me the player i'm cuckqweeen and like to watch and if not does any of the other deafeat mods do this?

Posted

Another attempt of Experimental update for Dynamic Defeat LRG Patch SE version 2.0. For SE/AE only. Some calculations for when Player or Follower being hit are moved to a custom SKSE plugin for faster processing. Formulas for these calculation where not changed.

 

Dynamic Defeat LRG Patch 2.0 SE for Bane 04112025 SE.7z

 

Additional requirement:

 

1) Address Library for SKSE Plugins - https://www.nexusmods.com/skyrimspecialedition/mods/32444

 

SKSE plugin source code (for mod makers):

 

Posted
On 11/15/2025 at 1:28 PM, decaluka said:

Several people have already asked, so I apologize if that's out of scope - but would there be any way to integrate Baka's struggle animations into this version? I think he at one point made a DAR package that patched the OG Defeat with his animations, too. Thanks for your work.

 

I tried to add Baka's struggle animations from Baka's Defeat version. I've noticed that these animations are extremely slow... Aggressor grabs victim by the through and they slowly fall back, but the struggle scene finishes before they hit the ground. Does it suppose to work like that? Or the animation when entering bleedout - player touches their head and slo-owly falls on the ground.

 

On 11/18/2025 at 9:34 PM, Tearoth said:

Is this compatible with SexLab P+? I find Acheron rather lacking, and i've been using the Bane and LRG ones before, and i love them!

 

I'm not using SexLab P+, so can't say for sure. 

Posted
11 hours ago, changeling666 said:

I'm having an Issue where I can only be defeated once by an NPC and the next time they just kill me instead of downing me. Anyone else experience this?

 

It's been like this in Defeat for as long as I can remember - consecutive defeat events "didn't work", even if condition is set to bleedout (what in theory makes player essential). However I do not know if that's a feature or bug - never bothered to examine the code either.

Posted
On 11/27/2025 at 12:36 PM, changeling666 said:

I'm having an Issue where I can only be defeated once by an NPC and the next time they just kill me instead of downing me. Anyone else experience this?

 

If you've been defeated multiple times by the same NPC, or an NPC nearby that was involved in your defeat, then this should have been the expected behavior.
After the defeat event occurs, the perpetrator will be sexually satisfied for a while and will not think about raping anyone else, and if they are defeated again shortly thereafter, they will simply kill the victim.
I think there may have been a way to set the duration of this state, but I'm not familiar with that.

  • 2 weeks later...
Posted
On 11/27/2025 at 9:52 AM, PippinTom said:

 

It's been like this in Defeat for as long as I can remember - consecutive defeat events "didn't work", even if condition is set to bleedout (what in theory makes player essential). However I do not know if that's a feature or bug - never bothered to examine the code either.

For me there's a delay based on a cool down (I think it is based on time satisfied).  Once that's over, it starts again.

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