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  • 4 months later...
Posted

Having a small issue with this where the MCM doesn't want to load in game despite everything being installed correctly.. Anyone got a solution?

  • 2 months later...
Posted
8 hours ago, SexyAgnessa said:
Can this mod be used instead of SL Defeat?

Yes, if you enable immortality you will be assaulted instead of dying. It's fairly basic, doesn't have any follower handling (unless they're far enough away when you go down they fall to the ground, wounded) but does have the option to send you to Simple Slavery.

 

  • 3 weeks later...
  • 2 weeks later...
Posted

OK, ran into an issue with the 'robbed' outcome. Bandit from another mod died/somewhere invisible and inaccessible. I even tcl'd in the area where he should be. Didn't find him, so opened the mcm in order to click 'finish quest' in the debug menu. I couldn't because that option was greyed out. I used it before in the stripped quest when there was a similar issue and it worked fine.

There was some combat still going on a little distance away, so waited until it was over before trying again.

Option still greyed out.

I waited an hour.

Option still greyed out.

 

How do I get my stuff back?

 

  • 2 months later...
  • 1 month later...
Posted

I triggered the event and was defeated in the dungeon. My stuff is gone as intended, Know i want to get knew clothes from an NPC via dialogue, but the animation doesn´t start after the dialogue is finished. In other dialogues of other mods it works fine. Please help me fix it ? I like the mod idea.

 

TLDR: No animation trigger after dialogue. How to fix?

Posted

This is the only defeat mod that i can have "actually work" consistantly. So +999 for that. 

Just wondering though, would it be possible to get it to work outside? The defeat part actually works as i said, would be cool to have it globally. 
and also Possible to make it pull from the newest DD items?

  • 1 month later...
Posted (edited)

I cannot set the surrender button.

Like all other of my mods, it has a conflict because for some reason the MCM thinks every button is Public Plaything's struggle key,

but the difference is that Naked Dungeon does not ask me and still lets me set it, like the other mods, but just gives me a popup with the conflict and does not let me set it.

 

Can i at least set in in Resaver directly in the script instance? I did not find the variable yet, do you have a hint?

 

Please help....

 

 

EDIT: I still suffer this problem, any help would be greatly appreciated.

Edited by effrenatus
  • 5 months later...
Posted

I found a quite anoying bug. If character is wearing a buttplug when triggering a naked dungeon, it forces everything to unequip and then its equiped again, but buttplugs get bugged by this. Now when I interact with it, instead of giving me the options, it says that there is already a plug inserted and cant interact with it anymore, not even with debug options to free myself.

  • 5 months later...
Posted

Hi, I'm still using this awesome mod in AE - of course I had a long use of it in LE. 1000 thanks for having ported it to SE-AE.

 

Few bugs and some adaptations needed like madamada9 stated for buttplugs, but that's not a nightmare, the mod still works quite well. Its main character is to be rich & modular, adding a defeat system (quite good for me), a fantastic nudity punishment, a trap events system, a whip mark tattoo, ...

 

-> compatible enough with Bane's Defeat (most stable Defeat nmod ever). You just need to assign a different letter in Defeat for triggering surrendering. These 2 reliable mods will survive long after xxx others have been abandoned.

 

I want to highlight what is there that you won't find anywhere else :

 

1 ) a working (but fragile) nudity punishment event,

2 ) a system of crafting provisory clothing out of pelts : unique.

 

Best improvement would be to correctly register provisory clothing and prisoner clothing as the Guards repeatedly ignore them. Or maybe make a soft link to Advanced Nudity Detection ?

 

These elements are sadly lacking in Skyrim SE environment if you don't use this only mod (or its son Naked Defeat). Quite incredible. It gives so much fun. I always though that a very spicy Skyrim should involve a ferocious punishment for nudity (including jailing, torture...), and other events (SLHH & co), and Defeat mods, trapping mods, and so on, ripping off all the clothing of the PC every now and then, making her/him helplessly embarrassed. But there you need some provisory clothing out of natural things (cotton, pelts) to keep the story playable. Maybe organize a quick decay of these items ?

 

Nymra courageously worked as a devil to make his Naked Defeat which keep most of Naked Dungeons but goes very far, manages a lot of things and gets problematic scripts, too bad as it should have been the best defeat mod ever. Nymra also understood the necessity of expelling the strong requirement of DD which is a real pain - lots of vise people do play whithout DD, and even some without Bodyslide building.

 

Maybe the better - if possible - is to cut the cake in separate modular pieces, that could be used freely : A - nudity punishment monitored by Adv Nuddity Detection, B - provisory crafted clothing whithout crafting rack (that would quickly fall on decay so no definitive solution for the player), C - removing the DD requirement and relying on ZAZ 8.0 for the necessary 'equipment', or proposing a light device module like Naked Defeat does, which include only necessary (non-fetish) restraints : shackles, belts, yokes, slave boots... Things that never needed to be built in Bodyslide.

 

May I dream ? ...

 

 

 

 

  • 6 months later...
Posted

It seems like something called a prolapsing anus is not right. Besides the fact that it's incredibly heavy.... the rest is visible.

 

 

image.jpeg.e7e7b56115e3157e59c7a92a67f29cc1.jpeg

  • 3 weeks later...
Posted

Hi! Can anyone say whether a package with my things is still where it was after i left the dungeon and the quest sais now "go speak to a Guard"? Is it still for example in the dongeon? (I guess it is not outside the dungeon, since the speak-to-Guard came right when i went outside...)

 

Because i got the trap triggered when entering a shack i didn't know and it turned out to be the exit of a dungeon, so i have to go outside in order to reach the dungeon's entrance and search the dungeon.

Can my stuff still be found inside?

Posted
5 hours ago, effrenatus said:

Can my stuff still be found inside?

Maybe. Maybe not. You talk to a guard (there's a tax, btw) who sends you to a head guard. This guy will tell one of various scenarios, one of which is to check back in the cave. In the MCM you can effect the chances of different outcomes happening. Just in case there's a glitch, there's a debug option in the mcm that allows you to get your stuff back.

  • 3 weeks later...
Posted
On 6/11/2025 at 2:21 AM, Seeker999 said:

Maybe. Maybe not. You talk to a guard (there's a tax, btw) who sends you to a head guard. This guy will tell one of various scenarios, one of which is to check back in the cave. In the MCM you can effect the chances of different outcomes happening. Just in case there's a glitch, there's a debug option in the mcm that allows you to get your stuff back.

Thanks! 

I thought you had mentioned it but since it's not there, i want to mention it in case of others wondering about that: I did indeed find it in the cave after the quest sends me to a guard, it was just not marked by quest marker anymore.

Posted
1 hour ago, effrenatus said:

I did indeed find it in the cave after the quest sends me to a guard, it was just not marked by quest marker anymore.

Don't you just love that 'look again, maybe you missed it' bit? As if we hadn't checked every cupboard, chest, and barrel.  Obviously, the daedra are just having fun watching the mere mortals running around naked looking for their stuff and then coming back to look again.

  • 2 months later...
Posted

Hmm. The dungeon traps don't seem to be firing for me. I've got all the dependencies, set chance to 100%, arousal threshold to 0%, and enabled all locations. Anything I might have missed?

 

...actually, does it work for anybody else on 1.6.1170?

Posted
16 hours ago, Siudhne said:

 

...actually, does it work for anybody else on 1.6.1170?

Yes it does. My chance is set to 15% w/ same arousal as you - 0.

Check your debug menu - is the mod enabled? That's a convenient tool for places you don't want to be trapped or want to turn off for reasons, but you might have clicked it off by mistake w/o realizing it. So many mcm's, so many buttons.

If it is enabled, then enable 'show debug messages'. Next time you're going into a dungeon, make note of the message (if it appears on screen) and post again with your papyrus log and load order (either behind spoilers or preferably as text file attachements). 

 

Now, not often but sometimes the traps don't trigger for me right away. I've gotten to the end of the first section in a dungeon before it triggers. I'm guessing that is more likely because a lot of scripts are running, but it could be that for particular dungeons a later trigger makes more sense. The old trick of opening and closing the console might help jog things along. I do have to do that sometimes when I trigger a trap and fade to black, sometimes it can just be slow to continue.

Posted
32 minutes ago, Seeker999 said:

Check your debug menu - is the mod enabled?

Goddamnit! Disabled by default, hidden in the debug section. Mean one. Was certain I checked all the options... but thanks for your help!

Posted

@Siudhne no problem! Being disabled by default makes sense when you think about it. Gives you a chance to get past level 1. Imagine starting as a Helgen prisoner and running into Helgen Keep away from Alduin only to be knocked down and stripped. That's a really bad day!

Posted
2 hours ago, Seeker999 said:

@Siudhne no problem! Being disabled by default makes sense when you think about it. Gives you a chance to get past level 1. Imagine starting as a Helgen prisoner and running into Helgen Keep away from Alduin only to be knocked down and stripped. That's a really bad day!

Makes a lot of sense if you start a new game with lots of mods anyhow. Just didn't expect it in the debug menu, usually it's on the first page. Still, my bad, nothing to see here! 😅

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