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Defeat Updated by Bane Master LE/SE


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Posted

Hi all, posting for opinions on possible reasons, sorry for the story -

 

I've been tracking for months what (at the time) seemed a random injection of a game-wide animation speed reduction.  All actors/animations would suddenly reduce to about 80% speed - motions, walking/running/jump and fall speed.  What I noticed first would be lip sync would take longer than voice lines.

 

I tore lots of mods apart looking for the reason, but I couldn't narrow it down since it seemingly happened at random.  Eventually I updated from 640 to 1170, assuming some soft incompatibility that I needed to update for, or newer fixes would cover.  No dice.

 

Eventually I isolated and confirmed it happens during Sexlab Defeat.  Since I've been using this (with the same config) for years now, I assumed there was no way.  I would have figured this out earlier too, if it were from ANY form of defeat, but the problem only presents with bleedout scenes.  As soon as a scene ends, global slowdown. 

 

Once I figured out when it was happening, I tried several things:  Fresh config (not from import), trigger from wound instead of bleedout, Previous version (with current and previous config import), different config with no debuff penalties.

 

Trigger from wound, or surrender, does NOT induce the slowdown.  Any version/config with bleedout trigger DOES induce slowdown. 

 

I've only noticed this happening over the last few months, and don't believe it is specifically the fault of this mod (which I love).... but it is triggering during this mod... so I'm assuming there is some inclusion of my load order that is causing some script conflict that previously wasn't the case.

 

I've got all the usual requirements/recommendations: engine fixes/pap extenders and such.  I walked through my mod list and don't have anything else that involves bleedout mechanics or other defeat type mods.  I even removed at one time or another any mod that had ANY movement debuff affect, thinking something got stuck. 

 

Not calling any bugs.  When I narrowed it down to WHAT was triggering it, I thought it might have started with the 04112025 version, but it persisted when I tried the previous 06082024 version as well (all on new games to confirm no script contamination).  So it's obviously not specifically this mod... but something interfering in a way that hadn't been before.

 

I'm going to continue walking back individual mods to try to isolate, but expect I'll just go on to use wound trigger instead of bleedout.  But if anybody has any ideas, feel free to mention.  Log posted, but I didn't see anything that pointed to any culprit, at least to my eyes.

 

Also wanted to post the experience for posterity, in case any other user had something similar happen and couldn't track it down. 

Papyrus.0.log

Posted
7 hours ago, HintHelmetxX said:

I am wanting to give Banes defeat mod a try but I see that it overwrites some scripts from NFF.

I don't think it does.  Defeat's script file names start with "defe".  None of NFF's scripts do.  Which files in Bane Master's Defeat are causing you concern?

Posted (edited)
On 1/18/2026 at 5:27 AM, Hex Bolt said:

I don't think it does.  Defeat's script file names start with "defe".  None of NFF's scripts do.  Which files in Bane Master's Defeat are causing you concern?

It does overwrite these files in couple mods but i don't think it's an issue. 

 image.png.cff8b13e0a4852d6413eef9178670fc8.png

 

 

P. S. I still can't play this mod and i need help. (my previous post)

Edited by Thorgal50
Posted

I managed to register creature animations with the SexLab Animation Loader mod; it appears in the registered animations list on sexlab, but the defeat animations that were registered are not there. What am I doing wrong? Do I need another mod?

Posted (edited)

hello, this is a must-have and best defeat mod IMO, it works totally great and stable for me.

thank you for providing this wonderful mod.

but i have encountered a bug that after being defeated and entered scene,

then I push Num3 to switch auto camera, the character wil randomly move position slightly during animation, looks like the collision effect still working during animation.

 

and the defeat bar is not responsive, about 3 secs later when being injured.

 

version: 1170, defeat V5.3.6 + pplus V2.15.7

Edited by BugReporter_0x29fda0ed
Posted
On 1/26/2026 at 7:56 PM, MrOrange17 said:

does this work with Pandora? the previous version's animations only worked with FNIS

Pandora works with everything

Posted
38 minutes ago, muhavaux33 said:

Pandora works with everything

Didn't work with version 5.3.5, the choking animation didn't work with Pandora, it started working again as soon as I move back to FNIS, I switch back and forth between FNIS and Pandora multiple times and it still the same result so I'm pretty sure only FNIS work

Posted
On 10/27/2025 at 11:09 AM, lodoraemon said:

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?

I second this. Knockdown anims just don't work and I'm not sure why more people haven't noticed.

 

Posted

Defeat, and tons of other mods here rely on FNIS. There is absolutely no point in reporting that there are utils out there that fail at being FNIS replacement, repeatedly.

Posted

Creatures and DD restraint events are not working properly.
Normally, if you don't allow events to occur after a creature's defeat, when their HP reaches 0 they will die without entering a defeated state.
However, after adjusting the settings so that only DD restraint events occur and their HP reaches 0, they enter a defeated state rather than dying.
This does not occur in events such as being left out in the wilderness, which are included in normal defeats, so perhaps a check was missed in the DD restraint events (or in general in events added in the Dynamic Defeat patch?)?

Posted
On 12/24/2025 at 5:12 AM, ChezVeZ said:

I have a small problem... When I'm defeated by a larger group of enemies, they're initially neutral, but when the scene begins, those who aren't participating start attacking me. Does anyone know how to fix this?

 

I'm also experiencing this issue. Did you manage to solve this problem? 

Posted
On 2/7/2026 at 8:59 PM, PippinTom said:

Defeat, and tons of other mods here rely on FNIS. There is absolutely no point in reporting that there are utils out there that fail at being FNIS replacement, repeatedly.

There's absolutely no point in, yaknow, not fixing it? Pandora is clearly where modern skyrim modding scene is focusing their efforts whether you FNIS fans like it or not.

Posted
On 2/12/2026 at 6:30 AM, Þursona said:

 

I'm also experiencing this issue. Did you manage to solve this problem? 


So I think I managed to fix the issue of groups of NPC who are not participating in a defeat scene becoming hostile again after defeat scene start. (Player Character only)
I still don't know what the issue really is but after uninstalling Defeat 5.3.6 04112025 and Defeat LRG 1.6.5 for 04112025 / Defeat LRG 2.0 04112025 (both versions tested separately) and instead downgrading to the previous version Defeat 5.3.6 06082024 and Defeat LRG 1.6.3 06082024 scenes start normal and NPC not participating in a scene do not become hostile again.
Tested it on the same save file with same settings in the same location a few times and always got this result.

Posted

Hello. Im new to Defeat and having an issue. I have Dead Options checked and unchecked Disable Starting Teleport in SL MCM. I'm using P Plus and have Funny Bizness animations with the necro anims checked. When I crouch above a dead NPC and select Necrophilia, the NPC is stripped, and I just stay crouched and look straight ahead. Nothing else happens. I've tried this on an existing game as well as a new game. I'd appreciate any help on this. I've attached a SS of what the compatibility list states. image.thumb.png.8fa0c1a547eccde0ab2f174aba5dc892.png

Posted
1 hour ago, AlkaiosVeritas said:

Hello. Im new to Defeat and having an issue.

You have the original version of Defeat installed (V5 in the MCM) not the updated version from this topic.

 

With the correct version the Defeat MCM will show V5.3.6 Bane 04112025 (you don't need V5 at all - the updated version is standalone)

 

 

Posted (edited)
1 hour ago, Bane Master said:

You have the original version of Defeat installed (V5 in the MCM) not the updated version from this topic.

 

With the correct version the Defeat MCM will show V5.3.6 Bane 04112025 (you don't need V5 at all - the updated version is standalone)

 

 

Thank you. I deleted the old version, downloaded the updated version, ran Pandora through MO2, and started a new game. Shows the correct version in MCM, but still getting the same issue.

Edited by AlkaiosVeritas
Posted
5 hours ago, AlkaiosVeritas said:

and I just stay crouched and look straight ahead. Nothing else happens.

Please post a papyrus log covering when this happens and I’ll see if I can spot anything obvious 

Posted
On 2/19/2026 at 8:17 AM, Bane Master said:

Please post a papyrus log covering when this happens and I’ll see if I can spot anything obvious 

 

Here's my paplog if I have bAllowDead = 0 in sexlab.ini

 

I'm happy to share anything else you might need. Thank you for your consideration.

Papyrus.0.log

Posted

Ok, so I was definitely able to figure it out now. I created a config Json and someone else who uses Defeat shared there's with me. My "necroonoff" was set to 1 for some reason. I set it to 0 and the problem was solved. I'm just putting this here in case anyone else runs into this problem.image.png.45e6878c1cfc06e9109cd5f64ba0b488.png

Posted (edited)

So, out of curiosity, is there a way to force recheck of allowed creatures?

 

I was playing and had tried Acheron again, but it just... I dunno, the added mods just don't really add enough except for Player Captivity which so rarely triggers.

 

So I decided to switch mid save (yes I know, bad bad bad but I was going to see if I could). I cleared Acheron out, ran a save cleaner, saved without it, added in this version of Defeat, and went with it as I'm familiar with Defeat. The issue is, humans work perfect, but creatures are not working. I checked the list of compatible races, it is blank. I went to the list of incompatible races, it is also blank. I attempted to enable all with that, still blank. I loaded up an old save from before I left the Abanadoned Prison of ASLAL, which I did not save clean out Acheron from that but because nothing had loaded in, but even with the 'dirty changeout' of just switching mods between these saves, I DO have creature animations loading for SL Defeat there. I ran FNIS/Nemesis again just to see if something odd had happened, no luck. For whatever reason, on my most recent save, SL Defeat isn't registering any creature races. I don't see any option to force this registration. Before I decide to either suffer back into Acheron/Add-ons or start over, I thought I'd ask if anyone had any ideas.

 

Thanks in advance!

Edited by Plaguetard2.0
Posted

Can somebody confirm that the current version of Bane Defeat actually respects the NPC vs NPC gender settings in its own config? For example, i have only "Male vs Female" and "Male Creature vs Female" enabled in the config. All other gender combos are unchecked. Yet i just saw a troll get it on with a bunch of defeated male travellers. 

 

I have "match creature gender" in sexlab disabled, as well as "sexuality" in the defeat config. But that should make no difference, since it only affects creatures?

Posted

Despite setting threesome chance to 100%, the game never triggers a multiple partner scene. I have animations for this installed, and it seems to recognize there are multiple aggressors (since they queue up for solo action). Any idea how to fix this?

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