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Posted

Well after Naked Defeat triggered and the player was raped, the player should be put in some furniture and whipped.

I guess at that point something was already messed up.

I cannot change to third person and after 2-3 minutes with the escape button "I gave up" (I am not very patient)

Maybe for that reason I could not identify the furniture.

 

The Papyrus log showed

[04/01/2021 - 05:14:16PM] Error:  (FF0013E4): does not have an interaction marker.
stack:
    [ (00000014)].Actor.MoveToInteractionLocation() - "<native>" Line ?
    [ndun_CaptureQuest (AB172C7E)].ndun_capturequest_qf_scr.Fragment_2() - "ndun_capturequest_qf_scr.psc" Line 94

 

Movetointeractionlocation I have not yet any experience with.

After having a look into your script, the realisation looks quite "solide". Could it be a problem of the selected or created

furniture from ZAZ ??.

Maybe not every ZAZ furniture can be used with this intended purpose.

 

The transition from fight to defeated was not seemless for my trial. Player regained health 2 times until at last the

rape action startet.

 

Regards :)

 

PS. - About help with scripting, at the moment I do not know if that would be a good idea for me.

      - You should change the Prefix when you continue developing your own scripted mod. "Ndun_" formerly stands for Naked dungeons. --> NDef_ or something of your flavour.

      - If all the required masterfiles and animations exist in SSE also, I think your mod can be used in SSE out of the box.

 

 

Posted
5 hours ago, Nymra said:

 

I dont want it to be too easy to get away. NPC already are quite stupid and the loadouts in skyrim are very different. 
So I think a variable timer (MCM option) to allow modifyng the time you have to run would be best. I just hope it ll work the way I plan haha

 

Right on. At least for now the variable timer thing would be a solid option. Anything else would be really tricky as everything is a variable in how things end up for the player. 

 

Even further down the road you could consider other events to take place and branch off such as getting sold in Simple Slavery etc. 

Posted
3 hours ago, Slava3434 said:

и в твоем моде не отображаются следы порки))

  

Whipping should show the decals from ZAZ Animation Framework.

But next version will bring whip mark tattoos from whipping that have to be healed in temples. 

 

На порке должны появиться наклейки из ZAZ Animation Framework.

Но в следующей версии появятся татуировки с кнутом от порки, которые нужно лечить в висках.

 

3 hours ago, Slava3434 said:

что это за файл?

 

My Sexlab Expression Files exported on public request

Мои файлы выражений Sexlab экспортированы по публичному запросу

Posted
2 hours ago, Darkblendjoe said:

 

Right on. At least for now the variable timer thing would be a solid option. Anything else would be really tricky as everything is a variable in how things end up for the player. 

 

Even further down the road you could consider other events to take place and branch off such as getting sold in Simple Slavery etc. 

 

Simple Slavery is already there. I set the chance to 5% to make it a classic D20 roll fail :P


I also plan on a possible dialogue while in furniture and additional punishments, but right now I have other priorities (crature group animations!) 

Posted
1 hour ago, Yurinator26 said:

Suggestion: Add a system that allows Zaz Bindings like leather binds to be placed on PC like furniture an MCM weight system will help. 

 

I use SexlabUtil1 for that, it is very customizeable. 
But I think about adding a lightweight system for Naked Defeat that adds Wrist and Ankle binds from ZAP and on Furniture a gag and a fucking belt. 

Posted
2 hours ago, Adetu said:

Well after Naked Defeat triggered and the player was raped, the player should be put in some furniture and whipped.

I guess at that point something was already messed up.

I cannot change to third person and after 2-3 minutes with the escape button "I gave up" (I am not very patient)

Maybe for that reason I could not identify the furniture.

 

can you describe the furniture? how it looked?

"cannot change into third person" how? 
With the 1st/3rd person hotkey? That is usually a problem of Combat Stance vs Sexlab and somehting I cannot solve with this mod.
When you have a weapon drawn when poses play and when sexlab scenes starts, your camera gets locked in third person (can be fixed by drawing a weapon or sheathing it)
also there is the "no zoom" bug that I dont know where it comes from. It prevents me from zooming in and out with mousewheel- can be fixed by working at workbench...
Skyrim beeing skyrim sadly :(

 

I implemented a "weapon sheath" event after bleedout to prevent that, but sometimes scripts seem to hickup....

 

 

2 hours ago, Adetu said:

The Papyrus log showed

[04/01/2021 - 05:14:16PM] Error:  (FF0013E4): does not have an interaction marker.
stack:
    [ (00000014)].Actor.MoveToInteractionLocation() - "<native>" Line ?
    [ndun_CaptureQuest (AB172C7E)].ndun_capturequest_qf_scr.Fragment_2() - "ndun_capturequest_qf_scr.psc" Line 94

 

Movetointeractionlocation I have not yet any experience with.

After having a look into your script, the realisation looks quite "solide". Could it be a problem of the selected or created

furniture from ZAZ ??.

Maybe not every ZAZ furniture can be used with this intended purpose.

 

all the furnitures "should" have interacrion markers. but its a mod and maybe I picked something that is off. just weird that I did not stumble over it after 1000testruns, hmm. 

some zaz furnitures just have no whip marker (but some still allow whipping to start)... "weird" :P 

 

Please keep me posted tho if you do further tests. 

 

2 hours ago, Adetu said:

The transition from fight to defeated was not seemless for my trial. Player regained health 2 times until at last the

rape action startet.

 

the player gets health after bleedout. This is important to BRING the PC out of bleedout and then the "game" starts (sheath weapon, move to location, surrender pose, rape). 
If this happens two times, hmm. Maybe he was "downed" two times. This can be weird... I think maybe I have to reimplement "tcai", it usually works instantanious. 

 

2 hours ago, Adetu said:

Regards :)

 

PS. - About help with scripting, at the moment I do not know if that would be a good idea for me.

hehe. 
Well, I hope somebody with even basic script knowlegde could point the finger on some parts of the script that I just dont understand.

Making Group creatures animations work for example. I stare at relevant code for days now and progress is so small. 
I now try to look at how other mods do it... but they usually do it Waaay different. 

 

2 hours ago, Adetu said:

      - You should change the Prefix when you continue developing your own scripted mod. "Ndun_" formerly stands for Naked dungeons. --> NDef_ or something of your flavour.

 

in progress. and yes, Ndef was the idea here :)
 

 

2 hours ago, Adetu said:

      - If all the required masterfiles and animations exist in SSE also, I think your mod can be used in SSE out of the box.

 

 

I think too. And I think some ppl did it successfuly. But then I also hear some bad reports, but that can have all kind of reasons usually. 

 

thx for the feedback! 

Posted
24 minutes ago, Nymra said:

 

can you describe the furniture? how it looked?

"cannot change into third person" how? 
With the 1st/3rd person hotkey? That is usually a problem of Combat Stance vs Sexlab and somehting I cannot solve with this mod.
When you have a weapon drawn when poses play and when sexlab scenes starts, your camera gets locked in third person (can be fixed by drawing a weapon or sheathing it)
also there is the "no zoom" bug that I dont know where it comes from. It prevents me from zooming in and out with mousewheel- can be fixed by working at workbench...
Skyrim beeing skyrim sadly :(

 

I implemented a "weapon sheath" event after bleedout to prevent that, but sometimes scripts seem to hickup....

 

 

 

all the furnitures "should" have interacrion markers. but its a mod and maybe I picked something that is off. just weird that I did not stumble over it after 1000testruns, hmm. 

some zaz furnitures just have no whip marker (but some still allow whipping to start)... "weird" :P 

 

Please keep me posted tho if you do further tests. 

 

 

the player gets health after bleedout. This is important to BRING the PC out of bleedout and then the "game" starts (sheath weapon, move to location, surrender pose, rape). 
If this happens two times, hmm. Maybe he was "downed" two times. This can be weird... I think maybe I have to reimplement "tcai", it usually works instantanious. 

 

hehe. 
Well, I hope somebody with even basic script knowlegde could point the finger on some parts of the script that I just dont understand.

Making Group creatures animations work for example. I stare at relevant code for days now and progress is so small. 
I now try to look at how other mods do it... but they usually do it Waaay different. 

 

 

in progress. and yes, Ndef was the idea here :)
 

 

I think too. And I think some ppl did it successfuly. But then I also hear some bad reports, but that can have all kind of reasons usually. 

 

thx for the feedback! 

 

About the furniture, I cannot recognize it this time.

Regarding the Health problem, I do not know if this is a general skyrim problem. Many other mods also use a health threshold,

when the actual health falls below this theshold defeat also triggeres. (Done it in this way in Vault101 Collar)

The health is restored only to the health threshold not to nearly full health. - That never makes sense, but do not know if it can be handled in skyrim the same way.

 

About slow progress, yes this can happen and happened to me also. Even when things are new for you it takes much more time.

But best for problems that seems insolvable is too sleep one night and try again the next morning. This always helped me to solve

a programming problem !!

 

Ok, I would consider my own scripting knowledge as better as average. If you want to know something special I can have a look.

But you must show me the relevant parts.

 

At the moment I am tweaking existing mods for my own likings. Sooner or later usually I have success.

I tweak Momomans Sexlab survival and milk addict a little bit, and in parallel Slaverun 1.04.

The only real problem was Sexlab Defeat. Some smaller changes mostly works, but when I tried to change too much

I always have missed something and as a result the mod is totally broken. (Maybe I should make only smaller changes in future step by step).

The best papyrus code inside still has SGO 3.0 (also tweaked this mod :)), but that guy also uses a formatter for his scripts.

I think I must find this papyrus formatter too and install it.

 

What I also want to do is extend vinfamy's Sexlab Kidnap, so that more than one rescue quests can run in parrallel and your fallowers

can be kidnapped after defeat. The rape scene in this mod is one big function continuesly running when the destination cell is attached.

 

Regards

 

 

 

 

 

 

 

Posted
19 minutes ago, Adetu said:

 

About the furniture, I cannot recognize it this time.

Regarding the Health problem, I do not know if this is a general skyrim problem. Many other mods also use a health threshold,

when the actual health falls below this theshold defeat also triggeres. (Done it in this way in Vault101 Collar)

The health is restored only to the health threshold not to nearly full health. - That never makes sense, but do not know if it can be handled in skyrim the same way.

 

Well, nothing makes sense, we are on loverslab :D
and I have to work on a script for dozens of hours at a time because the original mod creator deemed "creature group sex is unimmersive". hell... 
I mean at least I learn something in the process, but it all could go faster for sure.

 

19 minutes ago, Adetu said:

About slow progress, yes this can happen and happened to me also. Even when things are new for you it takes much more time.

But best for problems that seems insolvable is too sleep one night and try again the next morning. This always helped me to solve

a programming problem !!

 

I m a bit of a workoholic at the moment. I work only scripts, eat and "sleep". meaning i try to sleep, getting a new idea, stand up and try it out lol...

its like solving riddles that give you awesome sex when u suceed, loool

 

19 minutes ago, Adetu said:

 

Ok, I would consider my own scripting knowledge as better as average. If you want to know something special I can have a look.

But you must show me the relevant parts.

 

I think I m onto something at the moment. I stripped down the Sexlab Adventure code to the relevant part and I m about to "transplant" it now into my experimental Naked Dungeons built, lol. 

I guess the problem is, that the original creator of the mod said to me "Naked Dungeons no longer allows creature group" while in fact it NEVER did. So I looked for parts of the code that "prevented" something instead I have to ADD a whole damn lot of code.... Crazy shit. 
But yeah, I will definatly ask some questions sooner or later. 

 

For example I want to create a function that makes nearby NPC whip the player during sex or while in furniture. Could expand Spank that ass maybe, but Spank that ass uses a dummy which causes some NPCs to attack it and I basically dont like that :P... while I cannot live without Spank that ass too...
maybe I can add the dummy to naked defeat harmless faction... omg. 
 

 

19 minutes ago, Adetu said:

At the moment I am tweaking existing mods for my own likings. Sooner or later usually I have success.

I tweak Momomans Sexlab survival and milk addict a little bit, and in parallel Slaverun 1.04.

 

I gave up on slaverun :(

I started renaming and remeshing NPC, stripping tons of dialogue and then decided: no. 

I never even got to the colloseum.... wish that was an individual mod to explore. 
Sadly cheat functions dont work well on later slaverun. 

and wait, Slaverun 1.04?! is that the orignal? 

 

19 minutes ago, Adetu said:

The only real problem was Sexlab Defeat. Some smaller changes mostly works, but when I tried to change too much

I always have missed something and as a result the mod is totally broken. (Maybe I should make only smaller changes in future step by step).

The best papyrus code inside still has SGO 3.0 (also tweaked this mod :)), but that guy also uses a formatter for his scripts.

I think I must find this papyrus formatter too and install it.

 

 

sorry, but what is SGO 3.0? 
 

19 minutes ago, Adetu said:

 

What I also want to do is extend vinfamy's Sexlab Kidnap, so that more than one rescue quests can run in parrallel and your fallowers

can be kidnapped after defeat. The rape scene in this mod is one big function continuesly running when the destination cell is attached.

 

Regards

 

that mod... kidnap, I really want it to work, but something always broke sooner than later. 
its up for adoption, maybe you could improve it? 
 

 

 

Posted
10 hours ago, Nymra said:

 

yes

all versions work since they are all designed to replace each other. 

 

Thank you very much! I'm still new to modding, so I didn't know that.

Posted

I really think the move to ZaZ only was a bad idea. ZaZ 8+ is very buggy and bloated, and not an official port. It causes a lot of CTD's. Most mod authors for SE are moving away from ZaZ 7 even. I highly recommend considering using Devious Devices instead as that is going to be the standard furniture and device framework going forward. Most authors are putting ZaZ down the toilet due to its lack of quality control at this point.

Posted
15 minutes ago, XenoDrake said:

I really think the move to ZaZ only was a bad idea. ZaZ 8+ is very buggy and bloated,

 

it is not.

I use ZAZ forever and never had an issue that I could track to it, be it bugs, CTDs or savegame bloat.

Also ZAZ is the only framework that provides some furniture fun that is really worth mentioning. 

Without ZAZ this mod would be pointless to make. 

 

Quote

and not an official port.

 

"official", lol. that is why I dont like DD community much. 
Zap8+ just adds some furnitures and animations to Zap7. 
I dont know of many other changes if there are any. But if you want to point me to some, I m really interested.
I want to look at the Zaz Code myself at some point to look for improvements. Loverslab needs alternatives to DD. 

 

Quote

It causes a lot of CTD's.

 

like how? I mean really? I never experienced CTDs that I could track to Zaz. at least not that I remember. And usually CTD problems are something to remember. 

I play on LE, I have a high mod count and 300+ plugins, 15k anims and whatnot and I have no CTDs that are not trackable to bad meshes or me messing up scripts (or testing profile saves :P)

 

Quote

Most mod authors for SE are moving away from ZaZ 7 even.

 

what mods are those? Maria Eden? 

What else? 


I mean I have no objection "moving away from Zaz". Its basically a free ressource as far as I see and I could easily just implement everything that is needed into Naked Defeat. 
But ZAZ will be in my LO for quite some time still (maybe forever) and so it has a low priority. 

 

Quote

 

I highly recommend considering using Devious Devices instead as that is going to be the standard furniture and device framework going forward. Most authors are putting ZaZ down the toilet due to its lack of quality control at this point.

 

nope. you see, I just spent hours REMOVING devious devices dependency. (btw DD is a mod that many ppl say the same about... bloat, intrusive, whatnot)

DD is far from standard. I would play without it if I could. 
It has no real progression in terms of functionality and options (it even removed options more and more), has no immersion (and little attempt to ever add some), spams popups, intrudes gameplay extremly without offering any mentionable options. no. Apart from actively trying to push other mods out of Load Orders (Prison Overhaul, cough) 
DD Contraptions do have like 2 furnitures? with basically zero chance to ever get more in the foreseeable future.

 

With zaz I now call like 30 different furnitures for Naked Defeat. Beat that :)
Apart from me not feeling well by tying my modding efforts to a framework that likes to enforce rules on the community that discourage modding and modders. 

So... I really try to be nice here, but you walzed into this thread with very hard attacks on Zaz Animation Pack, indirectly on t.ara and basically just advertise Devious Devices as a "go to" framework.

Lets just agree to 100% disagree, ok? :)

Posted
16 minutes ago, Nymra said:

I use ZAZ forever and never had an issue that I could track to it, be it bugs, CTDs or savegame bloat.

 

like how? I mean really? I never experienced CTDs that I could track to Zaz.

 

I play on LE, I have a high mod count and 300+ plugins...

Apologies. I sometimes forget to realize certain mods are designed for LE.

 

This works in SE, but that's where the CTD's and such lie. ZaZ doesn't have a perfectly working port for SE, and none are official ports. ZaZ (and DD4.0) were the cause of a lot of CTD's since a lot of the scripts fail to fire due to the changes in the script engine for SSE. People doing more research find the only fix would be a massive overhaul of ZaZ and DD to be inline with the SSE changes. (DD kept this in mind with the 5.0 update)

 

You can find people talking about it all over these forums. VirginMarie refused to update her pride and joy mod to SE because of the buggy nature of DD4 and ZaZ on SE. She eradicated the need for ZaZ from her Shout Like a Virgin mod too.

 

16 minutes ago, Nymra said:

Loverslab needs alternatives to DD. 

Interesting that you say that, because there is a WIP real replacement in the works for replacing DD: 

 

 

16 minutes ago, Nymra said:

nope. you see, I just spent hours REMOVING devious devices dependency. (btw DD is a mod that many ppl say the same about... bloat, intrusive, whatnot)

 

So... I really try to be nice here, but you walzed into this thread with very hard attacks on Zaz Animation Pack, indirectly on t.ara and basically just advertise Devious Devices as a "go to" framework.

I apologize again. I should have made it more clear that I understood the work you went into removing DD. I'm sorry. It's just a lot of mods ARE moving away from it on SE, and this is like the one mod preventing me from eradicating all ZaZ-required mods from my load order, because it's so good....

 

Call it selfish, but I'm just trying to help authors realize the state of ZaZ on SE.

 

But ultimately it's my fault for forgetting I found this mod in the LE section of LL. I really wish that there wasn't such a split of development between SE/VR and LE. It's a shame. So many authors left the scene and never updated their frameworks. Others dropped LE development altogether... a pity.

Posted
3 hours ago, Nymra said:

 

Simple Slavery is already there. I set the chance to 5% to make it a classic D20 roll fail :P


I also plan on a possible dialogue while in furniture and additional punishments, but right now I have other priorities (crature group animations!) 

 

I think I knew that, just trying to come up with examples, and I couldn't think of anything else. 

 

As for ZAZ vs. DD argument, both are fine. I use both, at the same time, with zero issues. Mod authors as far as I'm aware, are not 'moving away' from one or the other as far as I can tell, there are many, and continue to be many mods that use ZAZ and/or DD. I get why folks don't want to use one or the other due to being a bit heavy on resources, but they're not that bad, far from it. 

 

I only made the suggestion of using DD instead because I figured it'd be easier to work with. Regardless, this is looking great so far.

 

Off to get the updated version and try it out now. :)

 

 

Posted
16 minutes ago, XenoDrake said:

 

I apologize again. I should have made it more clear that I understood the work you went into removing DD. I'm sorry. It's just a lot of mods ARE moving away from it on SE, and this is like the one mod preventing me from eradicating all ZaZ-required mods from my load order, because it's so good....

 

Call it selfish, but I'm just trying to help authors realize the state of ZaZ on SE.

 

But ultimately it's my fault for forgetting I found this mod in the LE section of LL. I really wish that there wasn't such a split of development between SE/VR and LE. It's a shame. So many authors left the scene and never updated their frameworks. Others dropped LE development altogether... a pity.

 

I only have SSE and never had any issue. Also this mod (as far as I can tell following other troubleshooting posts have said) works identically to LE. It's really not that much of a leap to go from LE to SSE. It's a different story going from SSE to LE as I understand it.

 

If Nymra would want to have an SSE version too, I'm pretty sure the support will be there to make it happen, it's been done numerous times on far more complicated mods. 

Posted
5 minutes ago, Darkblendjoe said:

 

I only have SSE and never had any issue. Also this mod (as far as I can tell following other troubleshooting posts have said) works identically to LE. It's really not that much of a leap to go from LE to SSE. It's a different story going from SSE to LE as I understand it.

 

If Nymra would want to have an SSE version too, I'm pretty sure the support will be there to make it happen, it's been done numerous times on far more complicated mods. 

I've converted it myself and use it fine too. I was mainly suggesting, but I guess it came off as demanding and that's my fault.

Posted
18 minutes ago, XenoDrake said:

I've converted it myself and use it fine too. I was mainly suggesting, but I guess it came off as demanding and that's my fault.

 

No stress. I don't think you did come off as demanding, I just wanted to express that my experience is different than yours.  

Posted
13 minutes ago, Darkblendjoe said:

 

No stress. I don't think you did come off as demanding, I just wanted to express that my experience is different than yours.  

I have personally seen a lot of scripts failing to fire on SE, and I am by no means an entry level modder, often creating my own manual ESP patches to merge things that bashed/smashed patches miss. I believe the issue has been mentioned by devs of DD itself, actually, which is one of the things they focused on with the 5.0 update.

 

And I've seen other people have issues with it too on SE. I agree that the DD fanboys and ZAZ fanboys collide a lot. The issue is a lot of great mods require one or the other, so designing a load order that only has one or the other is really hard to do, especially with how there are no real good, stable, and light defeat mods for SE until Naked Defeat came about. And having both in the same game can be really stressful on the engine.

 

Please @Nymra at the very least never remove the KomRoseButt integration. That feature is awesome, and I don't think it relies on anything but KomRoseButt does it? I haven't used the new Naked Defeat update since 0.2, so I hope it's not removed already. :S Currently working on a new load order for it and other stuff.

Posted
21 minutes ago, XenoDrake said:
1 hour ago, XenoDrake said:

Apologies. I sometimes forget to realize certain mods are designed for LE.

This works in SE, but that's where the CTD's and such lie. ZaZ doesn't have a perfectly working port for SE, and none are official ports. ZaZ (and DD4.0) were the cause of a lot of CTD's since a lot of the scripts fail to fire due to the changes in the script engine for SSE. People doing more research find the only fix would be a massive overhaul of ZaZ and DD to be inline with the SSE changes. (DD kept this in mind with the 5.0 update)

You can find people talking about it all over these forums. VirginMarie refused to update her pride and joy mod to SE because of the buggy nature of DD4 and ZaZ on SE. She eradicated the need for ZaZ from her Shout Like a Virgin mod too.

 

all ok, sorry :)  the whole discussion is getting to me so I overreact sometimes.

 

What you write now makes sense, ok. 
If SE is really a problem I will try and see if I can remove ZAZ dependency. basically it should just be meshes, animations and the whip cane. I just hope whipping works without zaz.

But yeah, this is a big deal for me to work on and I want to add more features first before trying to remove the framework that I draw stuff from. Makes working with ressources alot easier.

 

But that is now on my to do list.
Would be way more up if I used SE, but I have such a perfectly stable LE that I see no reasons to change... even tho I bought SE long ago. 

 

Quote
Quote

Interesting that you say that, because there is a WIP real replacement in the works for replacing DD: 

 

Yes, I m aware. Marie and me were talking that possibility after DD 5 came out. She seems to have tried this earlier. 
Unfortunatly I was away from modding for month now and sadly could not participate in testing toys. And now Naked Defeat has priority. 
 

 

Quote
Quote

 

Please @Nymra at the very least never remove the KomRoseButt integration. That feature is awesome, and I don't think it relies on anything but KomRoseButt does it? I haven't used the new Naked Defeat update since 0.2, so I hope it's not removed already. :S Currently working on a new load order for it and other stuff.

 

I want to be direct here. I basically only have permission from galahad to alter the Defeat part of the mod. Since I m already stretching that a bit (he did not answer any PMs in the Naked Dungeons BETA Discussion (privat) since mid 2019. 
But I will respect that and try to make Naked Defeat 100% compatible with Naked Dungeons in the near future. So you can have RoseButt from that mod :)
I dont use the feature myself and never will and its a bit outside of the mods intent. 

 

Naked Defeat will only include the following features from naked dungeons:

- Defeat

- Guard Punishment

- Whipmarks

 

 

Posted
47 minutes ago, Nymra said:

But that is now on my to do list.
Would be way more up if I used SE, but I have such a perfectly stable LE that I see no reasons to change... even tho I bought SE long ago. 

I understand. Ultimately, with the Toys framework on the way to a stable release, it would be nice to finally be rid of ZAP and DD altogether.

 

Slavetats does not require ZAP to function. It uses RaceMenu overlays and JContainers. Just make sure not to have the Slavetats Events Bridge. The Events Bridge bridges Slavetats to DD (and possibly ZAP with how old it is. Can't recall.) So in theory, whip marks should be fine without it.

 

I really appreciate you giving this a listen. I love the work you're doing. Perhaps what you could do is make the mod standalone not require ZAP, but have an addon-mod to it that would enable the furniture features? A lot of work, I'm sure, but it was just an idea. That way you could maintain the main features in the main mod, and add onto the furniture capabilities in the future without having to deal with the main mod's code much, if done right.

 

47 minutes ago, Nymra said:

I want to be direct here. I basically only have permission from galahad to alter the Defeat part of the mod.
But I will respect that and try to make Naked Defeat 100% compatible with Naked Dungeons in the near future. So you can have RoseButt from that mod :)

That is unfortunate, but I guess there's no arguing it. Naked Dungeons requires an older version of ZAP (I think because it's a fallback for equipped devices when DD is not installed), so that wouldn't address the issue sadly. If I have to live without KomRosebutt, so be it. I have to have Naked Defeat though. ;)

 

If this "compatibility" is 100%, does that mean that the Naked Dungeons functions wouldn't overwrite the ones from Naked Defeat?

Posted

 

1 hour ago, XenoDrake said:

 

 really appreciate you giving this a listen. I love the work you're doing. Perhaps what you could do is make the mod standalone not require ZAP, but have an addon-mod to it that would enable the furniture features? A lot of work, I'm sure, but it was just an idea. That way you could maintain the main features in the main mod, and add onto the furniture capabilities in the future without having to deal with the main mod's code much, if done right.

 

well, furnitures are one of the core features of the mod. I mean for combat defeat there are alot of options already. 
the funny part is, I started with modifying the furniture escape system FIRST before I ever thought about altering any other code. 

I m into BDSM and good BDSM means that a damned bind is working and that I m not able to escape (or my Sub). 
Too many mods fail in that regard and then I hear stuff like "roleplay it". and I m like: I m a pen&paper roleplayer, this is not roleplay. ah damn :D
 

 

1 hour ago, XenoDrake said:

 

That is unfortunate, but I guess there's no arguing it. Naked Dungeons requires an older version of ZAP (I think because it's a fallback for equipped devices when DD is not installed), so that wouldn't address the issue sadly. If I have to live without KomRosebutt, so be it. I have to have Naked Defeat though. ;)

 

If I get around to the body visuals, maybe I can reactivate rosebutt easily. I mean what do I care, I guess galahad is lost for good and I will also use the Whipmarks. Both are kinda part of the defeat too, no?
Its just so sad, I would have liked to see what the would have done in the future with NDUN. In the end his mod made me stay with skyrim to this point. 

 

1 hour ago, XenoDrake said:

If this "compatibility" is 100%, does that mean that the Naked Dungeons functions wouldn't overwrite the ones from Naked Defeat?

 

yay and nay. 

 

all functions from Naked Defeat will have to be disabled in Naked Dungeons MCM (immorality, armor break, whip marks)

Guard punishment should even be compatible when I m done with it. 
Naked Defeat should be a 100% standalone after this. But what do I know, I ll have to test it. 

Posted

Little teaser for you all:

Next version will come Friday (today ^^) after I slept for at least 10 hours...
With the help of the glouious Tenri I got my messed up Group animation part to work.

 

Means we will haveP

 

Humans Support for 2P, 3P, 4P and yes, the 5P returns!

And for the first time in Naked Mods Series we present 2P, 3P, 4P and 5P creature rape events! 

 

I still will do some refining on the actor selection (humans vs. creatures) but then we will be good to launch.
With that feature the mod is then basically complete and everything else will be a bonus. 
But yeah, I have alot of "bonus" ideas, so this will still see some stuff happen. 

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