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Posted

Alright, ran into a bad guy. Got defeated, rape emerged, whipping on that cross thingy worked, haircut worked, wiggling free and getting shocked worked. And slavetats did nice bruises on his body. But the haircut looks weird on my PC and it didn't seem to grow back. Will test that aspect more later on.

 

Sorry for the dark pictures, crappy sewer had no light at all.^^ So, he kinda looks like he has some tribal tattoo on his forhead and sides - but there is no tattoo like that available and MCM said he doesn't have a tattoo aplied. I'm using the "Fine face textures for men" and "KS Hairdos for Males". So maybe there is a conflict when applying the shaved hair? I tested the "shaved hair" style in RaceMenu and it looked normal. And I washed my pc, just to make sure it ain't dirt. xD

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Posted

Hello, I started playing with the Beta4 version, and it seems that it works fine mostly, just that when my character gets put into the furniture her head is in the ceiling. I don't know if its something to do with DD5 or Zaz8. 

Posted
28 minutes ago, Dreamer1986 said:

Hello, I started playing with the Beta4 version, and it seems that it works fine mostly, just that when my character gets put into the furniture her head is in the ceiling. I don't know if its something to do with DD5 or Zaz8. 

 

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

Posted
1 hour ago, GabrielMidnight said:

Alright, ran into a bad guy. Got defeated, rape emerged, whipping on that cross thingy worked, haircut worked, wiggling free and getting shocked worked. And slavetats did nice bruises on his body. But the haircut looks weird on my PC and it didn't seem to grow back. Will test that aspect more later on.

Sorry for the dark pictures, crappy sewer had no light at all.^^ So, he kinda looks like he has some tribal tattoo on his forhead and sides - but there is no tattoo like that available and MCM said he doesn't have a tattoo aplied. I'm using the "Fine face textures for men" and "KS Hairdos for Males". So maybe there is a conflict when applying the shaved hair? I tested the "shaved hair" style in RaceMenu and it looked normal. And I washed my pc, just to make sure it ain't dirt. xD

 

thx alot. 
I see I have several things to consider here.
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. 
 

So what you see is not a tattoo nor dirt or sth but just a clipping shaved head. 
I will look into it and see if I find a fix. 
If regrow does not work for you, I might have forgotten something in the code. 

 

You could try the following:

- when you have the short hair from your pics

- open racemenu (showracemen) 

- close it again

sometimes that fixes issues like that with the hair

Posted
2 hours ago, GabrielMidnight said:

 

 didn't have much time to play Skyrim today, but after hard work in the tavern my pc was covered in milk. A guard walked up to me being like: "Ey, you can't run around like that!" I had activated that the guard can do this. I had an option to "forcegreet". But he didn't do anything with my pc. After he walked away I couldn't move. Was frozen in place. I don't know if this is related to Naked Defeat or another SL mod. SexLab Survival is also new in my playthrough, so could be I'm confusing now which mod does what.

 

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

Posted
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. 
 

Posted
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

Posted
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 :D
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. 

Posted
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 :D
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?

Posted
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 :P
 

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

 

Posted

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.

Posted
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? 

Posted
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 :D
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

Posted

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.^^

Posted
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...

Posted
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 :D

 

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. 

Posted
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 :D
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 :D
 

Posted
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.

Posted
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. 
 

Posted
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.

Posted
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! ❤️ 

Posted

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

???????

Posted
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

Posted
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

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