Nymra Posted April 11, 2021 Author Posted April 11, 2021 3 hours ago, DisarmingSnail said: Hi Nymra, I'm really enjoying your defeat implementation, you seemed to have captured the essence of what a lightweight and functioning defeat system should be. I recently encountered a small bug, when I was fighting some frostbite spiders. My PC was defeated by the spider but it was then killed by some imperial soldiers. The defeat system then recognized the soldiers as valid aggressors and they proceeded to rape my PC. Not sure if this is an intended feature but could there be some filter rules to check if nearby actors are valid aggressors? (e.g. morality, enemy faction, etc) this is not a bug but working as intended. the mod scans for all actors in the active cell and uses them for the scenes. I personally like that part, but I want to change it in the future to allow both a "scan area size" option and maybe also morality (not sure how that works yet). But it will take some time. Right now think the story goes like this: - spider defeated you - soldiers killed it and found you on the floor - soldiers saw the opportunity ^^ In my game also whiterun guards joined the bandits when raping my PC at "White River Watch". But I dont mind. Rape party with friends, even the thief participated. At the moment this is how it is (indoors the experience will be more consistent) until I learn to scan for actors via script and not ESP. 1
DonQuiWho Posted April 11, 2021 Posted April 11, 2021 3 hours ago, Nymra said: at a later stage I want to add a addon or soft dependency for Devious Devices. Not sure how to set that up tho, still learning. I will make a different "outcome" scenario where you are not in furniture but in hard bondage or a suit. Possibly with DDe compatibility. Or does anybody even use Devious Devices Equip? FWIW, DDe is 1st class And DDe would be a really great way of giving the PC and NPCs a good send off by the bandits etc with custom built rigs of devices (such as you can do in creating specific outfits for POP in cell, in punishment and as the jailor's 'parting gift' - always assuming that you ignore the football and wasp-like etc ones LOL) I think maybe a soft dependency with a simple randomised function would allow you - or the user - to create a neat set of outfits for the victims to be resplendent in when sent on their way? eg 10 random slots where you could populate a couple but, probably more importantly, allow the user to create/edit the rest themselves sets with DDe 1
Nymra Posted April 11, 2021 Author Posted April 11, 2021 6 minutes ago, donkeywho said: FWIW, DDe is 1st class And DDe would be a really great way of giving the PC and NPCs a good send off by the bandits etc with custom built rigs of devices (such as you can do in creating specific outfits for POP in cell, in punishment and as the jailor's 'parting gift' - always assuming that you ignore the football and wasp-like etc ones LOL) I think maybe a soft dependency with a simple randomised function would allow you - or the user - to create a neat set of outfits for the victims to be resplendent in when sent on their way? eg 10 random slots where you could populate a couple but, probably more importantly, allow the user to create/edit the rest themselves sets with DDe I have DDe in all my LO (well, POP and SUM also) just because it has the best debug for DDs I also thought about changing some mods to work with DDe (Treasure Hunter Whore, Devious Carriages....) because they all do alot of work in setting up their DDs and still dont offer the customization that I want. And DD will never be a hard dependency for this mod again. so yes, you describe my thought process exactly: - make a number of slots for DDe outfits - allow users to create their own outfits (maybe I can upload some basic ones for lazies) - make DDe soft dependency and go go go. I think DDe should be common standard on DD mods but I know only POP uses it. And so I wondered if, when I use DDe, will have no users for it. 2
DonQuiWho Posted April 11, 2021 Posted April 11, 2021 4 minutes ago, Nymra said: I have DDe in all my LO (well, POP and SUM also) just because it has the best debug for DDs I also thought about changing some mods to work with DDe (Treasure Hunter Whore, Devious Carriages....) because they all do alot of work in setting up their DDs and still dont offer the customization that I want. And DD will never be a hard dependency for this mod again. so yes, you describe my thought process exactly: - make a number of slots for DDe outfits - allow users to create their own outfits (maybe I can upload some basic ones for lazies) - make DDe soft dependency and go go go. I think DDe should be common standard on DD mods but I know only POP uses it. And so I wondered if, when I use DDe, will have no users for it. That sounds good. There's a lot of flexibility in Inte's stuff. And by and large it all works pretty well too Would do no harm to add class mods like DDe. SUM etc to some people's horizon, would it?
Nymra Posted April 11, 2021 Author Posted April 11, 2021 7 minutes ago, donkeywho said: That sounds good. There's a lot of flexibility in Inte's stuff. And by and large it all works pretty well too true! for that reason I am currently trying to finally write a working bridge for SS++ to POP 7 minutes ago, donkeywho said: Would do no harm to add class mods like DDe. SUM etc to some people's horizon, would it? true that. I already used SUM for debugging, haha. Really usefull in general. Also DD support might attract more ppl as always... I just wonder if its possible to add "DD removal" as soft dependency too, did not look into that matteryet
GabrielMidnight Posted April 11, 2021 Posted April 11, 2021 To give my 2 cents to the soldier rape: I actually was planning to make a SL mod where Soldiers (Thalmor, Imperial, Stormcloaks) are the main aggressors when it comes to raping the PC. It just fitted in my way of thinking that tough men who kill for a living would be a bit harsher towards civilians. Not the "What do you need, sir?" vanilla guys. xD I got nothing against soliders and everyone has their own lore-thinking, just saying that soldiers are kinda valid as rapists to me.^^ 34 minutes ago, Nymra said: 1. I think the mod might add a female haircut, so it is not meant for male head and what you see is in fact just "clipping" 2. if you also use a head replacer it might be that even male base texture is incompatible. [...] You could try the following: - when you have the short hair from your pics - open racemenu (showracemen) - close it again Yes, it seems like clipped shaved hair to me too. I opened the RaceMenu now with the clipped shaved hair, and it switched to the first hair available (a long KS hairdo). Guess the shaved head wasn't recognized at all by the menu. 32 minutes ago, Nymra said: The "Guard Punishment" uses Guard Dialogue and forcegreet. It seems it is incompatible with other mods that change the same thing (Sexlab Survival, Public Whore, Cursed Loot). For now I can only say: disable Guard Punishment if you have one of these mods installed. For future versions I will remove dialogue and forcegreet and solve the problem that way. btw: the guard punishment triggers when you are covered in cum. Might be milk is working similar and triggers that. My script checks for cum layers tho . If this happens in the future open console and type "epc" - should enable playercontrols again Oops, sorry, when I wrote "milk" I ment "cum". Was so used to NPCs saying milk instead of cum, lol. So that's correct behaviour from the guard to react. I unchecked the guard option for now.
Dreamer1986 Posted April 11, 2021 Posted April 11, 2021 48 minutes ago, Nymra said: can u specify "head is in the ceiling"? Do you have a Screesnhot? SE or LE? open console and type "coc zbftestzone" and put urself into some furnitures there and see if the same problem arises LE. I think that the problem was that the ceiling was too low and the wipping post was too high in that position, and that's why the head reached beyond the ceiling. I tried to replicate it and it didn't happen again. But while getting defeated several times in a row to test this I noticed that only a zaz boobjob animation started, and only that one every time. Does the mod only use zaz animations?
DonQuiWho Posted April 11, 2021 Posted April 11, 2021 21 minutes ago, donkeywho said: That sounds good. There's a lot of flexibility in Inte's stuff. And by and large it all works pretty well too Would do no harm to add class mods like DDe. SUM etc to some people's horizon, would it? 28 minutes ago, Nymra said: I have DDe in all my LO (well, POP and SUM also) just because it has the best debug for DDs I also thought about changing some mods to work with DDe (Treasure Hunter Whore, Devious Carriages....) because they all do alot of work in setting up their DDs and still dont offer the customization that I want. And DD will never be a hard dependency for this mod again. so yes, you describe my thought process exactly: - make a number of slots for DDe outfits - allow users to create their own outfits (maybe I can upload some basic ones for lazies) - make DDe soft dependency and go go go. I think DDe should be common standard on DD mods but I know only POP uses it. And so I wondered if, when I use DDe, will have no users for it. @Nymra Should also say that I like the DD range. That framework is pretty much OK Proper locking, action restricting devices, mostly reasonably lifelike, as opposed to just cosmetic jewellery with silly little non working padlocks or having magical ethereal properties forged in The Shires. (Although I'm not sure that the mechanic part akin to Taylor Swift's 'Shake it Off', is all that great, so I use some of the follower 'if have key can assist' mods - with loads of fun when everyone has had them nicked or already run out) The main problem though is that there are no really good Combat Defeat mods adding them as villains would do in RL. Not just some random set of shiny things but well thought out properly contextual means of restraining the player and his/her companions, either to stop them getting away without a LOT of serious thought and effort - more than just shake it all about a bit and see what happens - and which also actually prevent/inhibit the PC AND followers fighting capabilities. Corsec's mods are best for ensuring that once relevant DD's are placed on followers, they can't carry on ludicrously annihilating every baddie who wanders by. If you can make this mod add that sort of properly realistic overtone to the fantasy, I'll be sold. Probably by SS+, but then, that's the logical outcome .... Thanks for your efforts and persistence
Nazzzgul666 Posted April 11, 2021 Posted April 11, 2021 Btw, if i could ask for a little favor for any future versions, at least the betas... could you put a "Naked Defeat_GERMAN.txt" in interface/translations? Reason is if they are lacking all options in MCM show ???bla for any names in the MCM and no descriptions. If you really want i could provide an actual translation but for me personally i honestly prefer the MCMs in english so i can report it like "When option X is checked, Y happens." instead of guessing what it means translated backwards. Having descriptions at all is nice, though.^^ And it would be less work for you to put it in once and upload it every time than me doing it over and over. *Edit: for clarity, you don't need a translation. Just make a copy of your english one and rename it, then the ??? will disappear and show the english descriptions. 14 minutes ago, Dreamer1986 said: But while getting defeated several times in a row to test this I noticed that only a zaz boobjob animation started, and only that one every time. Does the mod only use zaz animations? Go to ZAPs MCM, disable "Override when necessary" in the selxab tab. Since this mod adds ZAP bindings before sex otherwise it'll always chose a ZAP animation, and this setting honestly.... doesn't serve a real purpose. It was a thing when ZAP was new which is.... not the case anymore and we have way more bound animations now.^^ 1
Dreamer1986 Posted April 11, 2021 Posted April 11, 2021 15 minutes ago, Nazzzgul666 said: Go to ZAPs MCM, disable "Override when necessary" in the selxab tab. Since this mod adds ZAP bindings before sex otherwise it'll always chose a ZAP animation, and this setting honestly.... doesn't serve a real purpose. It was a thing when ZAP was new which is.... not the case anymore and we have way more bound animations now.^^ Thank you, will change that setting! But is there a way to disable the binding before sex? I have way more animations without bindings...
Nymra Posted April 11, 2021 Author Posted April 11, 2021 34 minutes ago, Dreamer1986 said: LE. I think that the problem was that the ceiling was too low and the wipping post was too high in that position, and that's why the head reached beyond the ceiling. I tried to replicate it and it didn't happen again. ok, makes sense. I will "sort" the furnitures for indoor and outdoor use in a later version to prevent that from happening, tho. Some furnitures reach high up, might be better to only allow those outside. the script for that is basically finished, but I need to review the furnitures. Its in the to do list now, thx 34 minutes ago, Dreamer1986 said: But while getting defeated several times in a row to test this I noticed that only a zaz boobjob animation started, and only that one every time. Does the mod only use zaz animations? you need to uncheck "Overwrite Sexlab Animations" in Zap Framework (Sexlab or PlayerControl Center I think...) Also disable "Filter ZAZ animations" in Sexlab when you have SL utility plus from osmel installed. if you have DD5 it might be its filter intervening (while I highly doubt it, it should not trigger on zaz bondage items). so in short: This mod adds leather binds from ZAZ for the duration of the rape, so this can trigger Zaz animation filters. 1
Nymra Posted April 11, 2021 Author Posted April 11, 2021 35 minutes ago, donkeywho said: @Nymra Should also say that I like the DD range. That framework is pretty much OK Proper locking, action restricting devices, mostly reasonably lifelike, as opposed to just cosmetic jewellery with silly little non working padlocks or having magical ethereal properties forged in The Shires. (Although I'm not sure that the mechanic part akin to Taylor Swift's 'Shake it Off', is all that great, so I use some of the follower 'if have key can assist' mods - with loads of fun when everyone has had them nicked or already run out) The main problem though is that there are no really good Combat Defeat mods adding them as villains would do in RL. Not just some random set of shiny things but well thought out properly contextual means of restraining the player and his/her companions, either to stop them getting away without a LOT of serious thought and effort - more than just shake it all about a bit and see what happens - and which also actually prevent/inhibit the PC AND followers fighting capabilities. Corsec's mods are best for ensuring that once relevant DD's are placed on followers, they can't carry on ludicrously annihilating every baddie who wanders by. If you can make this mod add that sort of properly realistic overtone to the fantasy, I'll be sold. Probably by SS+, but then, that's the logical outcome .... Thanks for your efforts and persistence thx alot. I wont open the DD box by now, but since it is integral for many mods i always have it in the LO and want to integrate it better into the game. Planned mods by me: - DD struggle free game mod with ZERO popups and only 1-2 hotkeys max (it will set a certain order of items that you try to escape from. keys will only change the odds). So in the end you will only press a hotkey, see a struggle animation and u dont have to see one popup or click one option. - DD texture mods I already started doing this here DD sexy textures and one day want to continue making more lore friendly textures for DDs. and yeah, my own motivation is for Yoke and Prisoner chains and straight jackets. I love those and so my own motivation for adding DDe fucntionality is rather high I also think that with DDe everybody can basically create his own experience (and also upload and share it). As for DDe implementation in Naked Defeat: - After Rape outcome: when the rape is over they will bind you in DDs . then you can either try to run or let other mods hook in (with harmless option of Naked defeat activated you will not be attacked while naked and unarmed (which I think DDs qualify as :D) - AFter Rape "Throw out". After rape you are thrown out of the dungeon up in front and tied in DDs as a good bye gift. So much for the plans by now 3
Nymra Posted April 11, 2021 Author Posted April 11, 2021 37 minutes ago, Nazzzgul666 said: Btw, if i could ask for a little favor for any future versions, at least the betas... could you put a "Naked Defeat_GERMAN.txt" in interface/translations? Reason is if they are lacking all options in MCM show ???bla for any names in the MCM and no descriptions. If you really want i could provide an actual translation but for me personally i honestly prefer the MCMs in english so i can report it like "When option X is checked, Y happens." instead of guessing what it means translated backwards. Having descriptions at all is nice, though.^^ And it would be less work for you to put it in once and upload it every time than me doing it over and over. *Edit: for clarity, you don't need a translation. Just make a copy of your english one and rename it, then the ??? will disappear and show the english descriptions. funny enough I am german I dont understand in full how the translation txt files work. Will they trigger when you have german selected as game language? I just added it in my work files anyway. so its in the next versions. 37 minutes ago, Nazzzgul666 said: Go to ZAPs MCM, disable "Override when necessary" in the selxab tab. Since this mod adds ZAP bindings before sex otherwise it'll always chose a ZAP animation, and this setting honestly.... doesn't serve a real purpose. It was a thing when ZAP was new which is.... not the case anymore and we have way more bound animations now.^^ this. I actually want to provide a fix for this, but I haven't found the options in the ESP/Scripts yet. Override should be OFF by default in Zaz. its so annyoing.
Nymra Posted April 11, 2021 Author Posted April 11, 2021 24 minutes ago, Dreamer1986 said: Thank you, will change that setting! But is there a way to disable the binding before sex? I have way more animations without bindings... I will add a toggle in the future. And I chose binds that work even in normal animations. Just imagine they can be tied together or not by your captors as need be. I like having them around even in non-bind animations.
Dreamer1986 Posted April 11, 2021 Posted April 11, 2021 17 minutes ago, Nymra said: you need to uncheck "Overwrite Sexlab Animations" in Zap Framework (Sexlab or PlayerControl Center I think...) Also disable "Filter ZAZ animations" in Sexlab when you have SL utility plus from osmel installed. if you have DD5 it might be its filter intervening (while I highly doubt it, it should not trigger on zaz bondage items). so in short: This mod adds leather binds from ZAZ for the duration of the rape, so this can trigger Zaz animation filters. Thank you! I didn't know about these settings. 4 minutes ago, Nymra said: I will add a toggle in the future. And I chose binds that work even in normal animations. Just imagine they can be tied together or not by your captors as need be. I like having them around even in non-bind animations. If you say that the binds work in normal animation then its perfect like that. I was mostly bothered about the zaz animation problem that you told me how to solve already. 1
Nazzzgul666 Posted April 11, 2021 Posted April 11, 2021 10 minutes ago, Nymra said: funny enough I am german I dont understand in full how the translation txt files work. Will they trigger when you have german selected as game language? I just added it in my work files anyway. so its in the next versions. As far as i get it, yes. Thanks! ❤️ 1
GabrielMidnight Posted April 11, 2021 Posted April 11, 2021 16 minutes ago, Nymra said: funny enough I am german me too by the way xD 1
DonQuiWho Posted April 11, 2021 Posted April 11, 2021 Ah divna' ken ony Germin, min. Us Teuchters spik Doric, bit thir's nae muckle need fir it, as wir pirfictly able tae un'erstand fit a' thae feel gowks doon sooth 'r spikkin' aboot fàilte gu scotland ???????
cosworth Posted April 11, 2021 Posted April 11, 2021 16 minutes ago, donkeywho said: Ah divna' ken ony Germin, min. Us Teuchters spik Doric, bit thir's nae muckle need fir it, as wir pirfictly able tae un'erstand fit a' thae feel gowks doon sooth 'r spikkin' aboot fàilte gu scotland ??????? Made my day ? Cheers mate
worik Posted April 12, 2021 Posted April 12, 2021 10 hours ago, Nymra said: Will they trigger when you have german selected as game language? For the onscreen texts, it is the language setting from your skyrim.ini. If the selected language file is missing from a mod, it's just gibberish, I think. To prevent the gibberish and have readable text, the simplest solution is to copy a different language file and rename it. That's not a translation, of course, but at least it avoids the gibberish. I'm not sure about audio output, though ?. Edit: https://stepmodifications.org/wiki/Guide:Skyrim_INI/General#sLanguage
GabrielMidnight Posted April 12, 2021 Posted April 12, 2021 Just a funny discovery that was more feature than issue: I did the "Shipwrecked!" Alternate Start. With Hypothermia and Frostfall nearly impossible. My poor imperial managed to at least get into sight of the Dawnguard coast and nearly drowned (went to 0 health and sunk into the water). I was worried if I would die now for good. But a nice fisherman saw me and rushed to my resc--- Well, nope, he rushed in the water and tried to rape my PC right in the water. xD The animation didn't work, because... water I guess... But it was still funny as heck how helpful NPCs are when they are allowed to rape your PC. xD
rypley Posted April 12, 2021 Posted April 12, 2021 Hello, does the SE patch make Naked Defeat compatible with Skyrim SE?
Nymra Posted April 12, 2021 Author Posted April 12, 2021 3 hours ago, rypley said: Hello, does the SE patch make Naked Defeat compatible with Skyrim SE? It should. Reports are that the basic mods is compatible without conversion. And only the 1 mesh is incompatible. If there are still issues please report back. 2
GiantTiger Posted April 12, 2021 Posted April 12, 2021 Whenever I enable the mod in CMC it keep popping "XXX on update start" at the left-upper screen for every 2 seconds. What's that? Is that a bug? Found it! It was the "Guard Punishment" that caused it. 1
Nymra Posted April 12, 2021 Author Posted April 12, 2021 3 hours ago, GiantTiger said: Whenever I enable the mod in CMC it keep popping "XXX on update start" at the left-upper screen for every 2 seconds. What's that? Is that a bug? Found it! It was the "Guard Punishment" that caused it. ah yeah, I added some checks for debugging that I forgot to remove (they were many...) Will clean up for next update thx for report 2
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