AndrewLRG Posted August 10, 2025 Posted August 10, 2025 2 hours ago, thegoodbuoy0 said: 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.logFetching info... trainwreck.logFetching info... My bad. Forgot to remove some stuff from the plugin. This should fix it. DD NG is referenced because I'm using its SKSE plugin as template to set up Visual Studio. It does not use or change any of DD NG scripts or anything else. Dynamic Defeat LRG Patch 1.7.2 SE for Bane 06082024 SE.7z 2
DonQuiWho Posted August 10, 2025 Posted August 10, 2025 1 hour ago, AndrewLRG said: My bad. Forgot to remove some stuff from the plugin. This should fix it. DD NG is referenced because I'm using its SKSE plugin as template to set up Visual Studio. It does not use or change any of DD NG scripts or anything else. Dynamic Defeat LRG Patch 1.7.2 SE for Bane 06082024 SE.7z 5.44 MB · 4 downloads LOL This is after trying out 1.7.1SE 😬 All references in log to defeat I'll go off and try 1.7.2 ..... 😊 Line 218: [08/10/2025 - 06:45:46PM] Error: Property DefVulnScr on script defeatplayer attached to alias PlayerRef on quest DefeatPlayerQST (B5000D62) cannot be bound because alias PlayerRef on quest DefeatVulnerability (B6000800) is not the right type Line 1656: [08/10/2025 - 06:46:02PM] WidgetError: [defeatDynamicDefeatwidget <DefeatPlayerDefeatBarWidget (B6003DDC)>]: WidgetLoadFailure Line 1889: [08/10/2025 - 06:46:06PM] [slac] Checking Defeat Line 1890: [08/10/2025 - 06:46:06PM] [slac] Defeat v5.x+ Registered Line 23567: [08/10/2025 - 06:53:08PM] WidgetError: [defeatDynamicDefeatwidget <DefeatPlayerDefeatBarWidget (B6003DDC)>]: WidgetLoadFailure Line 23797: [08/10/2025 - 06:53:54PM] [slac] Checking Defeat Line 23798: [08/10/2025 - 06:53:54PM] [slac] Defeat v5.x+ Registered Line 24209: [alias PlayerRef on quest DefeatPlayerQST (B5000D62)].defeatplayer.StartDynamicWidget() - "defeatplayer.psc" Line 4014 Line 24212: [alias PlayerRef on quest DefeatPlayerQST (B5000D62)].defeatplayer.StartDynamicWidget() - "defeatplayer.psc" Line 4014 Line 24215: [alias PlayerRef on quest DefeatPlayerQST (B5000D62)].defeatplayer.StartDynamicWidget() - "defeatplayer.psc" Line 4014
DonQuiWho Posted August 10, 2025 Posted August 10, 2025 (edited) 8 hours ago, AndrewLRG said: My bad. Forgot to remove some stuff from the plugin. This should fix it. DD NG is referenced because I'm using its SKSE plugin as template to set up Visual Studio. It does not use or change any of DD NG scripts or anything else. Dynamic Defeat LRG Patch 1.7.2 SE for Bane 06082024 SE.7z 5.44 MB · 4 downloads OK I've only got time right now to do this once Tried this out... ...and the good news is that a Defeat sequence for ([Player + 2Followers] vs 1 Bandit Chief - heavy duty baddie!) ran OK, for the main part, as follows. Location: Just outside Whiterun, on road to Western Watchtower Player was beaten down, equipped with DDs matching my MCM settings, and teleported nicely too into the Windmill on Chillfurrow Farm (on reflection might have been Battle-Born Farm, but whats a row of cabbages between friends?) BUT, whilst the 2 followers were teleported OK ..... NO DDs appeared on either of them, despite the mod's 'Follower Support' being enabled. So mainly good news But to get the followers equipped, might I need to reset someting in my game, eg MCM, or is that something that might be missed by your revision. EDIT: Of course, there is a possibility that this was just a random outcome, but it's still worth following up/checking Hope that helps DQW Edited August 11, 2025 by DonQuiWho
thegoodbuoy0 Posted August 11, 2025 Posted August 11, 2025 17 hours ago, AndrewLRG said: My bad. Forgot to remove some stuff from the plugin. This should fix it. DD NG is referenced because I'm using its SKSE plugin as template to set up Visual Studio. It does not use or change any of DD NG scripts or anything else. Tried the new version. It worked fine until after defeat and equipping of DD stuff then it crashed. I swear my modlist is going to be the bane of my existence. The crashlog seems vague with just EXCEPTION ACCESS VIOLATION on base skyrim. I will tidy up my modlist first and then start testing the latest version again. 1
AndrewLRG Posted August 11, 2025 Posted August 11, 2025 16 hours ago, DonQuiWho said: BUT, whilst the 2 followers were teleported OK ..... NO DDs appeared on either of them, despite the mod's 'Follower Support' being enabled. I did not change anything in Post-assault events. Just checked, my follower gets equipped with DD's as usual. Maybe the mod just can't find your follower. It can happen to NPCs with custom frameworks. I'll be changing the way mod searches for followers for Post-assault events. Since we're now using a SKSE plugin we can do more without drop in performance. 1
DonQuiWho Posted August 11, 2025 Posted August 11, 2025 20 minutes ago, AndrewLRG said: I did not change anything in Post-assault events. Just checked, my follower gets equipped with DD's as usual. Maybe the mod just can't find your follower. It can happen to NPCs with custom frameworks. I'll be changing the way mod searches for followers for Post-assault events. Since we're now using a SKSE plugin we can do more without drop in performance. Thanks. I'll look again at the registered followers. I keep saves at every 'check point' - this game is at 665 😄 - so starting from immediately prior to this event shouldn't be difficult And I did see that, even with just the one run through, the performance improvement certainly seemed to be noticeable DQW
DonQuiWho Posted August 11, 2025 Posted August 11, 2025 2 hours ago, DonQuiWho said: Thanks. I'll look again at the registered followers. I keep saves at every 'check point' - this game is at 665 😄 - so starting from immediately prior to this event shouldn't be difficult And I did see that, even with just the one run through, the performance improvement certainly seemed to be noticeable DQW Had another go. Started by cleaning up defeat Set YMOYL end chance to 0 Some weird stuff Background 1 - Can't see which followers are registered, other than in the FSM selection to test slavery. (All followers appeared, incl those waiting 'elsewhere' not just those currently 'following') EDIT: They do seem to show up OK in the log as registered to Defeat 2 - Fight was: 1 very strong bandit vs player + 2x current followers. Tried with settings for bleedout on wound and Dynamic defeat, with Followers bleedout period at various settings from 30 to 90 seconds. Set for 100% application of DDs with no other post fight events, ie teleports etc So 4 - Player defeated easily, goes down and bad guy either does his thing, or sometimes runs off elsewhere and then comes back after 15/30 secs 5 - Followers go down OK, but get to their feet again at the shorter bleedout times and just stand there watching. At longer NPC bleed out times, they stay down, but usually at the end of the bad guy/player interaction nothing happens, although once one follower NPC was stripped and then the bad guy ran off. The log shows no animation info, but does have SEXLAB expression references for that particular follower 6 - Occasionally, the whole group 'disappears', and then reappears beside the corpses of a couple of Reiklings that the party killed earlier, about 'approx 200yds north' of where the current action is set 7 - the player is always left in DDs 8 - the Followers never have DDs applied Have you got any set of basic settings that you use that we could try those on our games to see what might make our outcomess inconsistent with your outcomes? Hope that helps DQW
thegoodbuoy0 Posted August 14, 2025 Posted August 14, 2025 On 8/11/2025 at 4:32 PM, thegoodbuoy0 said: Tried the new version. It worked fine until after defeat and equipping of DD stuff then it crashed. I swear my modlist is going to be the bane of my existence. The crashlog seems vague with just EXCEPTION ACCESS VIOLATION on base skyrim. I will tidy up my modlist first and then start testing the latest version again. Okay. I cleaned up my modlist and started a new save. Regular defeat with LRG 1.6.4 works like a charm with no issues whatsoever. However, I didn't have much luck with 1.7.2. I don't get the dynamic bar during combat. also on getting defeated, NPCs just become peaceful and leave. There is no SL scene procing. I think 1.7.2 needs some work. 1
Enkidu222 Posted August 18, 2025 Posted August 18, 2025 Hi every body, very nice mode. Just wander, it seemes to not work with creatures. I dont know why? Any ideas?
PippinTom Posted August 18, 2025 Posted August 18, 2025 5 hours ago, Enkidu222 said: Just wander, it seemes to not work with creatures. I dont know why? Any ideas? It works perfectly fine. So unless you provide any usable info (preferably detailed as usual in such cases) to back up your statement, you should not expect any better answer.
Enkidu222 Posted August 19, 2025 Posted August 19, 2025 20 hours ago, PippinTom said: It works perfectly fine. So unless you provide any usable info (preferably detailed as usual in such cases) to back up your statement, you should not expect any better answer. yes you are very right and thank you for your answers. I have only an issue with draughs.
baltez Posted August 22, 2025 Posted August 22, 2025 People HELP, who faced similar? all specifically animation defi breaks with people...
GownTwiceItself691764 Posted August 22, 2025 Posted August 22, 2025 (edited) On 8/14/2025 at 9:01 AM, thegoodbuoy0 said: Okay. I cleaned up my modlist and started a new save. Regular defeat with LRG 1.6.4 works like a charm with no issues whatsoever. However, I didn't have much luck with 1.7.2. I don't get the dynamic bar during combat. also on getting defeated, NPCs just become peaceful and leave. There is no SL scene procing. I think 1.7.2 needs some work. can confirm getting kitted up with DD from defeat then getting attacked was crashing me on 1.7.2 but fine on 1.6.4. if we could get baka's creature + human struggle animations added it would be perfect. Edited August 22, 2025 by philtwo 1
Killy8888 Posted August 23, 2025 Posted August 23, 2025 I have this bug where the NPCs start to attack the character after surrendering, even after stripping her of clothes and items. Same happens when she gets knocked in the battle, they gather around and do nothing only to attack and kill my character after that. Is there an explanation for this? I use Pandora. Latest AE version. Should I post a modlist here?
PippinTom Posted August 24, 2025 Posted August 24, 2025 11 hours ago, Killy8888 said: Same happens when she gets knocked in the battle, they gather around and do nothing only to attack and kill my character after that. Is there an explanation for this? From my experience - such things may happen if SL fails to initialize an animation - so either it can't find any / there aren't any suitable to select from; other error occurred in that process (where by "error" I mean something not fully handled/expected, leaving "critical/fatal" in the log) where latter one may (but not necessarily) have something to do with Pandora being used.
thegoodbuoy0 Posted August 24, 2025 Posted August 24, 2025 13 hours ago, Killy8888 said: I have this bug where the NPCs start to attack the character after surrendering, even after stripping her of clothes and items. Same happens when she gets knocked in the battle, they gather around and do nothing only to attack and kill my character after that. Is there an explanation for this? I use Pandora. Latest AE version. Should I post a modlist here? I had this problem and for me the issue was the load order. some death alternative mod was messing with defeat so I had to either load that mod before defeat or delete it to prevent enemies from aggroing after defeat.
Killy8888 Posted August 24, 2025 Posted August 24, 2025 (edited) 1 hour ago, thegoodbuoy0 said: I had this problem and for me the issue was the load order. some death alternative mod was messing with defeat so I had to either load that mod before defeat or delete it to prevent enemies from aggroing after defeat. 3 hours ago, PippinTom said: From my experience - such things may happen if SL fails to initialize an animation - so either it can't find any / there aren't any suitable to select from; other error occurred in that process (where by "error" I mean something not fully handled/expected, leaving "critical/fatal" in the log) where latter one may (but not necessarily) have something to do with Pandora being used. Hey so I have attempted to disable all the idle mods and to move Defeat to the end of the modlist. Rerun pandora but nothing happened. https://pastes.io/killy-modlist . This is my modlist. If you guys have some spare time to tell me what mods might cause this? Or if I'm missing something? I made sure I got all the requirements and the latest versions. Thank you in advance, I'd really love to make it work. Edited August 24, 2025 by Killy8888
DonQuiWho Posted August 26, 2025 Posted August 26, 2025 On 8/14/2025 at 2:01 PM, thegoodbuoy0 said: Okay. I cleaned up my modlist and started a new save. Regular defeat with LRG 1.6.4 works like a charm with no issues whatsoever. However, I didn't have much luck with 1.7.2. I don't get the dynamic bar during combat. also on getting defeated, NPCs just become peaceful and leave. There is no SL scene procing. I think 1.7.2 needs some work. @AndrewLRG Bit late to getting round to testing 1.7.2 but unfortunately I seem to have similar issues to those referred to in the thread. I hadn't installed 1.6.4 so I'll try that and see if that makes a difference for me too DQW
thegoodbuoy0 Posted August 26, 2025 Posted August 26, 2025 On 8/24/2025 at 4:33 PM, Killy8888 said: Hey so I have attempted to disable all the idle mods and to move Defeat to the end of the modlist. Rerun pandora but nothing happened. https://pastes.io/killy-modlist . This is my modlist. If you guys have some spare time to tell me what mods might cause this? Or if I'm missing something? I made sure I got all the requirements and the latest versions. Thank you in advance, I'd really love to make it work. Sorry, I cannot say which mod conflicts with what in your modlist without looking at your MO2 screen or combing through XEdit. If I were in your position, I would look for any conflicts with SL and its mods, moving them closer to the bottom. In the worst case, you could do the following steps: 1. Create a copy of your profile. 2. Run LOOT on that copy. 3. Begin a new game in that profile and see if defeat works. 4. If it does then you should see how the list is reordered by LOOT, and try to order your SL mods in your original profile based on that. 5. If it doesn't then atleast you know that there is something fundamentally wrong not related to the mod order. This is just my two pence though, I am not an expert at this stuff but I did something similar to this to sort out some modlist issues in the past.
DonQuiWho Posted September 6, 2025 Posted September 6, 2025 @Bane Master @AndrewLRG Hi. Just a quick heads up I had spent the last 3 days digging through xEdit and LL searches trying to work out why a couple of mods' player/npc encounters failed to fire Sexlab animations properly. The visuals were4 quite funny, with the assailant doing a belly bounce, followed by marching around afterwards like Groucho Marx. Samples at the end! ☺️ Anyway, If followers were involved the encounters would go ... 1: player + NPC : fail 2: npc + follower : worked OK ...and this would be true of how many npcs were involved, ie (single or multiple) npcs vs (player + [1 or more] followers Eventually I tracked down a necro thread on the sexlab support forum (hat tips to @Sailing Rebel and @greenquesadilla included the following post where it is stated that ..... 'This will usually be down to the triggering mod or a mod that specifically interrupts SL animations. Some mods like Defeat and Aroused Creatures will allow animations to be ended when the participants receive damage. The problem is that some other mods unintentionally, continuously and invisibly do damage to nearby NPCs which can cause issues with such mods. It's very difficult to know what mod might be causing this.' Now, I realised 2 things 1: I had recently turned on the 'interrupt when hit' feature in Defeat But as there was NO combat of any kind involved in my problem, I had discounted that as the issue - no-one was getting hit Anyway, I unchecked the option and the problem mods all started to work very nicely again LOL 2: Why? I had seen this in my logs [09/06/2025 - 12:26:58AM] [Defeat] - DefeatPlayer_Vulnerability - OnObjectUnequipped(): DX StLouis Dress - Start - NumOfDevicesEquipped: 0 [09/06/2025 - 12:26:58AM] [Defeat] - DefeatPlayer_Vulnerability - OnObjectUnequipped: DX StLouis Dress - End - NumOfDevicesEquipped: 0 Does this mean that the Defeat 'vulnerability check', on the PC only, and not followers, is being treated as a 'hit'? And hence disabling other mods starting? If that is right, I'm not sure how you go about making that clear, as the MCM warning doesn't really make you think of that as consequential, nor does any of the 'update' information. Hope that's useful to someone DQW I've added the following as 'search' phrases, in case they help others sexlab animations fail animations fail to start animations immediately end animations end immediately animations fail to play Unfortunatrely, I can't upload the video, but the weirdness I referred to shows Captain Lonely-Gale bouncing back from the PC and then Grouchoing off afterwards! LOL
AndrewLRG Posted September 7, 2025 Posted September 7, 2025 On 9/6/2025 at 1:34 PM, DonQuiWho said: 2: Why? I had seen this in my logs [09/06/2025 - 12:26:58AM] [Defeat] - DefeatPlayer_Vulnerability - OnObjectUnequipped(): DX StLouis Dress - Start - NumOfDevicesEquipped: 0 [09/06/2025 - 12:26:58AM] [Defeat] - DefeatPlayer_Vulnerability - OnObjectUnequipped: DX StLouis Dress - End - NumOfDevicesEquipped: 0 Does this mean that the Defeat 'vulnerability check', on the PC only, and not followers, is being treated as a 'hit'? And hence disabling other mods starting? Hi! These events are being triggered when PC equips/unequips items. They do not count as 'Hits'. These specific events recalculate Players vulnerability and can't interrupt Sexlab scenes. Defeat does have an ability to interrupt Sexlab when aggressors (not sure about Player) are being hit. It's done by script "DefeatNVNInActionScr" attached to multiple Aliases with Aggressor references. Disabling "Interrupt when hit" option will prevent Sexlab scenes from being cancelled after hits, but only when the scene involves NPCs. A Sexlab animations with Player will always be interrupted after hits. I assume its to make sure that a lonely skeever cant kill you or the NPC when you're busy. I don't think I'm using any mods that could trigger an OnHit Event during a Sexlab scene, so I haven't encountered this issue myself.
DonQuiWho Posted September 7, 2025 Posted September 7, 2025 55 minutes ago, AndrewLRG said: Hi! These events are being triggered when PC equips/unequips items. They do not count as 'Hits'. These specific events recalculate Players vulnerability and can't interrupt Sexlab scenes. Defeat does have an ability to interrupt Sexlab when aggressors (not sure about Player) are being hit. It's done by script "DefeatNVNInActionScr" attached to multiple Aliases with Aggressor references. Disabling "Interrupt when hit" option will prevent Sexlab scenes from being cancelled after hits, but only when the scene involves NPCs. A Sexlab animations with Player will always be interrupted after hits. I assume its to make sure that a lonely skeever cant kill you or the NPC when you're busy. I don't think I'm using any mods that could trigger an OnHit Event during a Sexlab scene, so I haven't encountered this issue myself. Thanks for that The two mods that I saw having this problem, ie instant termination of starting animations on the Player Character, were those below. The problems stopped when I disabled the 'Interrupt when hit' on Defeat's Animations settings . I've seen others mention similar issues on one of those mod'd threads, but there was no definite solution there that I could see I'll mention this over there and see if their mod authors / other users find this of interest Devious Interests Sexy Adventures
hothot995 Posted September 11, 2025 Posted September 11, 2025 (edited) Sorry, I ran into a small problem. After my character is defeated, when the message pops up on the right saying character is being defeated, for some reason all messages afterwards become enlarged. No matter which mod the messages come from, they’re all bigger now. Why is this happening? Also, may I ask, does your Defeat show as overwriting other mod files in MO2? ( These files: uilib_1_notificationarea.swf, buttonart.swf, uilib_1_listmenu.swf, uilib_1_textinputmenu.swf, uilib_1.pex also exist in other mods, but are currently being overwritten by Defeat. Mods involved: Proteus SexLab Defeat Nether's Follower Framework (NFF) SexLab Tools v3.0 by SexLab Tools for SE (Patched) Jaxonz Positioner Converter Remastered ) Edited September 11, 2025 by hothot995
hothot995 Posted September 11, 2025 Posted September 11, 2025 Another question about followers being assaulted. I enabled NPC vs NPC, and in the follower settings I set their health and knockdown chance to 100%, and also sex assault chance to 100%. But during combat, when my follower gets knocked down, also, the follower enters the bleedout crawling state. But the enemies don’t try to assault the follower, instead they just rush over to keep attacking me. Why is that? Could this be related to having “Prevent assault during combat” or “Prevent assault on hit” checked?
Revis-Linker Posted September 25, 2025 Posted September 25, 2025 On 8/14/2025 at 10:01 PM, thegoodbuoy0 said: Okay. I cleaned up my modlist and started a new save. Regular defeat with LRG 1.6.4 works like a charm with no issues whatsoever. However, I didn't have much luck with 1.7.2. I don't get the dynamic bar during combat. also on getting defeated, NPCs just become peaceful and leave. There is no SL scene procing. I think 1.7.2 needs some work. 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...
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