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Posted

FWIW, Here's my settings for DD and Zaz.  Below those pics are all the Animation which can be played after the PC was defeated in Goubo's Defeat mod if you wanted to switch.  The active one is shown by the '>>>' marker.  EDIT: The lists were listed out real time in the live game using Goubo's Sexlab Tools.

 

What do you have different in your setups that gets you only a single animation available?

 

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Posted
14 minutes ago, donkeywho said:

FWIW, Here's my settings for DD and Zaz.  Below those pics are all the Animation which can be played after the PC was defeated in Goubo's Defeat mod if you wanted to switch.  The active one is shown by the '>>>' marker.  EDIT: The lists were listed out real time in the live game using Goubo's Sexlab Tools.

 

What do you have different in your setups that gets you only a single animation available?

 

1801860260_TESV2021-04-2012-36-48-84.jpg.510600ea36933a89469bb4ca28eccd0f.jpg

 

 

 

 

 

 

 

as soon as I check these I have only 1 animation in my list. 
maybe Defeat somehow circumvents the DD animation filter. And I in fact think that might be a possible solution for this, hmm (havent used Defeat in a long time).

Also there are I think like half a dozen Defeat versions now... banes fixes, babos fixes, dont know.. 

 

But when you play Naked Defeat with the DD filter on you should also have only 1 animation in your list. Or another mod installed that messes with the DD filter, hmm. 

Posted

Hi,

Playing N.Defeat and have some notes/observations.

Setup: SSE, Naked Defeat started v2 and upgraded midgame --> v2.3, Vortex mod manager, 156 mods (load order attached).

Encountered bandits between ritual stones and Helgen, during attack followers and I spread out. Followers involved in various scenes, not sure if as victim or victor. I could see them in the distance

I don’t think followers should lose/drop armor. Me dropping armor is one thing, I have a general idea where to look. Their armor is a different story. I am disabling combat stripping to see if that changes anything. (Sexlab 'Victims redress' was checked, that's why I think it's combat stripping. I could be wrong - it happens).

If I’m surrendering to my enemies, my attacker should not be:

  • my follower
  • a creature I summoned (when summoned creature expires, can cause issues w/ scene finishing)
  • or my horse! Especially if I went to the trouble of blocking their arousal w/ Sexlab Aroused.

IMO Followers should always redress after sex/coming out of bleedout. It’s just too cumbersome to have to talk to them each time about trading things just to get them to put their pants on. I re-enabled 'victims redress' in the Sexlab options because of this.

Maybe for every option that affects both the Dragonborn and their followers, there should be 2 enable toggles - one for the pc and one for followers. Alternately a feature, something like Devious Followers Continued has, which enables you to select an npc and remove them as a possible contender/partaker/whatever in N.Defeat actions other than bleedout or standby idle (I don’t think horses can go into bleedout... ).

You probably don't need it, but I'm attaching the papyrus log anyway. Better to have it and not need it than the other way around, right?

Now to get back to Skyrim!

loadorder.txt Papyrus.0.log

Posted
15 minutes ago, Seeker999 said:

Hi,

Playing N.Defeat and have some notes/observations.

Setup: SSE, Naked Defeat started v2 and upgraded midgame --> v2.3, Vortex mod manager, 156 mods (load order attached).

Encountered bandits between ritual stones and Helgen, during attack followers and I spread out. Followers involved in various scenes, not sure if as victim or victor. I could see them in the distance

 

Naked Defeat does not trigger sex with followers at the moment, so some other mod did this. 

 

from a quick glance at your load order, the following mod could be responsible:  Scent of Sex

there are others that might also trigger sex, but I either never played them or a long time ago. 

 

Quote

I don’t think followers should lose/drop armor. Me dropping armor is one thing, I have a general idea where to look. Their armor is a different story. I am disabling combat stripping to see if that changes anything. (Sexlab 'Victims redress' was checked, that's why I think it's combat stripping. I could be wrong - it happens).

 

Combat Stripping only applies on the Player Character, not followers.

whatever stripped your Followers it was not this mod. 

 

Quote

If I’m surrendering to my enemies, my attacker should not be:

  • my follower
  • a creature I summoned (when summoned creature expires, can cause issues w/ scene finishing)
  • or my horse! Especially if I went to the trouble of blocking their arousal w/ Sexlab Aroused.

 

hmm, neither should have happened. I even wonder if the rape was really triggered by Naked Defeat?
You need to turn ON Debug in the Naked Defeat MCM or the Log is not helping much (will chance that in future versions tho.) 

For me it looks like Naked Defeat did not trigger at all in your game.

 

While I dont mind that your horse got some action. Who knows about its secret desires, hehe. 

Ghosts and spawned stuff I will try to rule out. They SHOULD already be, but maybe I missed something here. 

While Sex Scenes with them just terminate themsevles when they vanish. I find it funny to be honest and not even unimmersive ^^

The scene just finishing never caused issues for me tho. what kind of issues do you mean here? 

 

By any chance:

You have Naked Dungeons installed too.

- did you disable all its immortality features?

- did you disable all its nudity features (including harmless, civil rape etc.)?

 

Quote

IMO Followers should always redress after sex/coming out of bleedout. It’s just too cumbersome to have to talk to them each time about trading things just to get them to put their pants on. I re-enabled 'victims redress' in the Sexlab options because of this.

Maybe for every option that affects both the Dragonborn and their followers, there should be 2 enable toggles - one for the pc and one for followers. Alternately a feature, something like Devious Followers Continued has, which enables you to select an npc and remove them as a possible contender/partaker/whatever in N.Defeat actions other than bleedout or standby idle (I don’t think horses can go into bleedout... ).

You probably don't need it, but I'm attaching the papyrus log anyway. Better to have it and not need it than the other way around, right?

Now to get back to Skyrim!

 

no option in Naked Defeat is currently affecting followers.

The only thing NADE will ever do with Followers is starting rape scenes and POSSIBLY strike bound poses (not just bleedout that is). But that is for future upgrades (3.0). 
All other features are not planned to be extended for followers.

 

 

 

Posted
12 minutes ago, Seeker999 said:

It’s just too cumbersome to have to talk to them each time about trading things just to get them to put their pants on.

The mod "Manipulator" (by jfraser maybe?) here on LL Regular Mods, has a hotkey that strip and redress instantly every NPC.

It redress the NPC even if it was stripped by a different event/mod.

I use that mod mainly for the "hidden storage" utility (very useful) but it's only one of several features. Worth a try.

Posted
41 minutes ago, Nymra said:

 

 

as soon as I check these I have only 1 animation in my list. 
maybe Defeat somehow circumvents the DD animation filter. And I in fact think that might be a possible solution for this, hmm (havent used Defeat in a long time).

Also there are I think like half a dozen Defeat versions now... banes fixes, babos fixes, dont know.. 

 

But when you play Naked Defeat with the DD filter on you should also have only 1 animation in your list. Or another mod installed that messes with the DD filter, hmm. 

 

I saw someone else going on about a hard coded list of animations....  I think Kimy has that sort of list in DCL to ENSURE/GUARANTEE that in DCL itself, only anims for DCL's DD range get played, so I see how you could get only maybe 1 there if there were only one available for a particular restraint type.  But even that can be turned off, if memory serves me right, although the result is that the animation used may not be, if you'll pardon the pun, as captivating to look at ... ?

 

And, FWIW, the version of Defeat that I use is Bane v3.  Seems pretty good, but as I said previously, the set of restraints that it can apply to the player and followers post event is now a little outdated, as there are better ones available

Posted
7 minutes ago, donkeywho said:

 

I saw someone else going on about a hard coded list of animations....  I think Kimy has that sort of list in DCL to ENSURE/GUARANTEE that in DCL itself, only anims for DCL's DD range get played, so I see how you could get only maybe 1 there if there were only one available for a particular restraint type.  But even that can be turned off, if memory serves me right, although the result is that the animation used may not be, if you'll pardon the pun, as captivating to look at ... ?

 

the hard coded anim list has nothing to do with it. Its just virtually the DD internal animation system that completly ignores the existence of SLAL as a well integrated 21qstandard framework. 

when there are like 12 yoke animations, DD will overwrite them, pick only 1, send them both to Sexlab and SexlabTools, so you cannot swap it out for another animation, even not another yoke animation.

and the best part of it: it tends to pick the same animation repeatedly, so chances are good that even with 12 yoke anims you see 3x the same yoke anim in a row -.-

and of course external anims that have yoke keyword are also not used... 

 

7 minutes ago, donkeywho said:

 

And, FWIW, the version of Defeat that I use is Bane v3.  Seems pretty good, but as I said previously, the set of restraints that it can apply to the player and followers post event is now a little outdated, as there are better ones available

 

I had the same issues with Banes version than I had with any other. But that is for a different topic and day ^^

Posted
15 minutes ago, 2generic said:

I don't know what I did, but ever since I installed the new naked defeat version and DD 5.1, furniture isn't spawning at all - after the 'you are bound tight' message, she just stands there.

 

does it happen also on a new game?

do you have DDs equipped?

does the furniture spawn?

 

did you activate the DDe chance? 

 

you could try setstage

setstage nade_capturequest 1000

 

Posted

@NymraThanks for the quick reply. I thought I disabled the necessary NDUN settings (but I don't think I disabled all nudity ones) and SSX rules, but I'll double check when I load up the game.

 

Forgot to mention, Rapehands fail to apply. Rape tattoos work just fine, but N.Def's rapehands fail.

 

@NicoleDragoness I looked at that before. If the issue isn't with my settings then I'll take another look, thanks.

Posted
23 minutes ago, Seeker999 said:

Forgot to mention, Rapehands fail to apply. Rape tattoos work just fine, but N.Def's rapehands fail.

 

Did you download the external files for Rapehands? they are in the files section.

Is there an error message? 
also rapehands have a toggle that has to be turned on. 

Posted
15 hours ago, donkeywho said:

 

It's probably Sexlab Survival's textures overloading your set number of overlays.  Try removing them all in the MCM and if you go back to pretty tanned skin, that's it.  Then you just have to play with the overlay numbers in Racemenu, and the numbers added by Survival's MCM settings, until you get the balance that suits you

 

 

 

 

No, I don't believe it has anything to do with SL Survival, which hasn't changed. If I change the tats but leave the number the same, it's fine. 

Also, no rapehands and yes I did download and install. 

Posted
1 hour ago, Duncan Idaho said:

 

No, I don't believe it has anything to do with SL Survival, which hasn't changed. If I change the tats but leave the number the same, it's fine. 

Also, no rapehands and yes I did download and install. 

 

are you on SE?

 

maybe the tats do not apply in SE. I ran them through cathedral and it did not complain, but since I cant test them, hmm :(
 will do some more research for that. 

I also have problems with blue textures, it goes away when i just reload the same save, tho. 

 

bathing in skyrim seems to be buggy in general on reload. in the past I often had the wrong opacity or the wrong textures from BiS (it applied the standard ones, the old ones, even when I had had different ones from the sets before I saved the game. 

all very weird...

 

Posted
1 hour ago, Duncan Idaho said:

 

No, I don't believe it has anything to do with SL Survival, which hasn't changed. If I change the tats but leave the number the same, it's fine. 

Also, no rapehands and yes I did download and install. 

 

also: there is a toggle for rapehands (just in case, teehee) in the MCM. maybe it was overlooked.

 

you could also try to apply rapehands via slavetats MCM directly to check if the textures themselves work. just to rule that out.

Posted

Just checking out your mod, and I have to say this is an impressive mod. I never played it (because I personally am not a such hardcore fan) but I checked your scripts. You have spent much time on this mod. 

 

However, I saw a lot of fragments, like:

 

;BEGIN FRAGMENT Fragment_13
;Function Fragment_13()
;BEGIN CODE
 

;END CODE
;EndFunction
;END FRAGMENT
 

It seems that you are using CK native editor to edit the scripts. It's feasible but I'm afraid it will waste a lot of time using that. I suggest using Notepad++ plugin for Papyrus and improve the code. That will save you a lot of time in the future.

 

Keep up the good work Nymra! 

 

 

Posted
23 minutes ago, Nymra said:

 

are you on SE?

 

maybe the tats do not apply in SE. I ran them through cathedral and it did not complain, but since I cant test them, hmm :(
 will do some more research for that. 

I also have problems with blue textures, it goes away when i just reload the same save, tho. 

 

bathing in skyrim seems to be buggy in general on reload. in the past I often had the wrong opacity or the wrong textures from BiS (it applied the standard ones, the old ones, even when I had had different ones from the sets before I saved the game. 

all very weird...

 

 

19 minutes ago, Nymra said:

 

also: there is a toggle for rapehands (just in case, teehee) in the MCM. maybe it was overlooked.

 

you could also try to apply rapehands via slavetats MCM directly to check if the textures themselves work. just to rule that out.

 

SE, yes. I get an error when it tries to apply rapehands. They do work when applied through Slavetats. I disabled them for the time being until I troubleshoot this issue.

re: blue skin - The # of tattoos doesn't matter, even 1 triggers the blue skin and battlewounds don't show so if I had to guess it's looking in the wrong place. 

Posted
On 4/19/2021 at 2:20 AM, Nymra said:

 

yeah, I m honest I dont understand the DD argument there. They restrict other modders from deactivating the filter, but invade other mods functionality via sexlab with their own filter, with ignoring sexlab stripping and a tendency to break when unequipped via script. :(
I dont use DDs anymore for that reason and basically only do the DD support for the playerbase, but still want it to be a coherent and immersive experience. 

But DDs dont like Ragdoll, they are incompatible with literally all idles, including of course furnitures, but at the same time need very special handling. 
I would love if there would be just a way to termoparility treat them like they were not there so that I can apply my own filter for scenes. Basically that is what I m working on at the moment, but ZAP has a lower number of stuff. 

 

But in the end, when players have the option to just let themselves beeing defeated to get rid of their DDs, there is always DDe at your service to make your life tight again :P
 

Btw: you have to add plugs manually to my custom DDe profiles, I left them out for that very special reason (filters in DD 5...), while I really like some of them (the braided ones, yes yes :D))

 



 

 

Agreed. 

I use DDE and Devious Followers to remove unwanted DDs at certain times. 

 

Thank you Nymra, for all of your work with this mod... can't wait to see how it progresses.

 

BTW, I like the inflatable plugs... especially strangers interaction with them....  ?

Posted

I checked out the features that ZAP 9 will offer in the future which will include a Device locking mechanism similar to DD. I am assuming that the equippable bindings such as Rope cuffs will also include it. So will there be a mechanic where by instead of being tied to devices bindings and gags are equipped on the PC on captivity?

Posted
8 minutes ago, Yurinator26 said:

I checked out the features that ZAP 9 will offer in the future which will include a Device locking mechanism similar to DD. I am assuming that the equippable bindings such as Rope cuffs will also include it. So will there be a mechanic where by instead of being tied to devices bindings and gags are equipped on the PC on captivity?

 

I honestly dont know how ZAP 9 will fare :(

I read things that trouble me quite alot, like ZAP 9 will not be compatible with mods that use ZAP 8+. 
 

To my knowlegde ZAP scripts already contain locking mechanism for both furnitures and ZAP bondage items. 
But wow, I did not know that ZAP 9 will also issue script changes. Will have to check it out.
But also also... dunno when ZAP 9 wlll ever be released ^^

Posted
2 hours ago, Marauderrr said:

 

Agreed. 

I use DDE and Devious Followers to remove unwanted DDs at certain times. 

 

Thank you Nymra, for all of your work with this mod... can't wait to see how it progresses.

 

BTW, I like the inflatable plugs... especially strangers interaction with them....  ?

 

I personally really love struggling. and DD has so nice struggle animations :D
I m working on a mod for DD that utilizes the struggle animations and only uses 1 hotkey to wiggle free. 

I usually dont have followers so I prefer to get out of DDs in a way that is similar to my furniture game. So the game is not interupted for tooo long. 

Posted
6 hours ago, Duncan Idaho said:

 

 

SE, yes. I get an error when it tries to apply rapehands. They do work when applied through Slavetats. I disabled them for the time being until I troubleshoot this issue.

re: blue skin - The # of tattoos doesn't matter, even 1 triggers the blue skin and battlewounds don't show so if I had to guess it's looking in the wrong place. 

 

what does the error say?

 

Somehow the mod function for tattoos checks for available slots, so might be that if u have a lot of overlays already it somehow does not apply them. I try to make sense of that for quite a while now, have to look up the whole slavetats code to understand what is happening here. 

at one point I also want o make rapehands a progressive tattoo with 10 stages to save us all overlay slots, but dunno how well that will work and how to code it (yet :D)

Posted
7 hours ago, huanrenfeng said:

Just checking out your mod, and I have to say this is an impressive mod. I never played it (because I personally am not a such hardcore fan) but I checked your scripts. You have spent much time on this mod. 

 

thank you! means alot to me coming from you :)
 

Alot of the code is still from the original creator, galahad 69. But at this point I rewrote the core parts of it almost completly. It made me learn all the necessary basics and I m still not done with it.

I have easily spent 300-400 hours with it by now, most of that time in the past 4-5 weeks. 
Still not much compared to other mods I guess. I heard things! 

 

Quote

However, I saw a lot of fragments, like:

 

;BEGIN FRAGMENT Fragment_13
;Function Fragment_13()
;BEGIN CODE
 

;END CODE
;EndFunction
;END FRAGMENT
 

It seems that you are using CK native editor to edit the scripts. It's feasible but I'm afraid it will waste a lot of time using that. I suggest using Notepad++ plugin for Papyrus and improve the code. That will save you a lot of time in the future

 

 

those are articafts. I use MO2, Notepad++ and Tes5edit for this. I rarely ever start the CK. 

I write everything manually and bit by bit remove those ";BEGIN FRAGMENT" parts since they distract me and I no longer need them.

Funny that you mention it, I always wondered what they are for :D

 

Posted
23 hours ago, Nymra said:

 

does it happen also on a new game?

do you have DDs equipped?

does the furniture spawn?

 

did you activate the DDe chance? 

 

you could try setstage

setstage nade_capturequest 1000

 

Does it happen on new game: Yes.
DDs equipped: I have DD 5.1, which has devious devices equipped integrated into it. So I deactivated DDs equip. If you're asking if I had devices equipped to my character at the time of the capture: no.

Does furniture spawn: no.

 

Did you activate the DDe chance: I actually don't understand what that does. The tooltip seems broken on it so I can't tell. I think it's supposed to equip leather binds maybe? If so, I'm not sure if that works as intended anyway - If you get robbed, they rob you of the leather binds as well, LOL. Also, you can just remove the leather binds by unequipping. Don't know if that's how it works for everyone or just for me because something is borked... I'll try reinstalling Zaz again I guess.

 

I have Zaz V8.0+ CBBE HDT SEREV3.7 btw, if that matters.

 

EDIT: More info. When my character is just standing in place during captivity, I checked the console multiple times and it appears to be stuck in a loop of NOTICE: ValidateActor ('actor's name') -- TRUE -- HIT. It loops through all the nearby actors and after a while, [CRDE] Player controls are locked, busy. Then, [CRDE] OnUpdate Time 0.(a bunch of numbers), before looping again. It appears to do this endlessly.

Posted
3 hours ago, 2generic said:

Does it happen on new game: Yes.
DDs equipped: I have DD 5.1, which has devious devices equipped integrated into it. So I deactivated DDs equip. If you're asking if I had devices equipped to my character at the time of the capture: no.

Does furniture spawn: no.

 

DD5.1 has DDe integrated? LoL :D
Hope its the same mod events still.... 

 

3 hours ago, 2generic said:

Did you activate the DDe chance: I actually don't understand what that does. The tooltip seems broken on it so I can't tell. I think it's supposed to equip leather binds maybe?

 

no DDe chance is basically what it says: the chance that you are equipped with Devious Devices via DDe instead of captured in a furniture. 

it MIGHT be that somehow your game tried to equip you with stuff but failed to do so. (Mod events on DD5.1? dunno :(
That is why I ask: if DDe chance was 0, then something else went wrong. 

 

3 hours ago, 2generic said:

if so, I'm not sure if that works as intended anyway - If you get robbed, they rob you of the leather binds as well, LOL. Also, you can just remove the leather binds by unequipping. Don't know if that's how it works for everyone or just for me because something is borked... I'll try reinstalling Zaz again I guess.

 

ZAP is totally unrelated to this, no need to reinstall or do anything with it ever basically. 

Leather binds are just cosmetic, period. They want them back of course. leather is expensive ^^

 

3 hours ago, 2generic said:

 

I have Zaz V8.0+ CBBE HDT SEREV3.7 btw, if that matters.

 

zaz 8+ should work 100%, so that part is correct. 

 

3 hours ago, 2generic said:

 

EDIT: More info. When my character is just standing in place during captivity, I checked the console multiple times and it appears to be stuck in a loop of NOTICE: ValidateActor ('actor's name') -- TRUE -- HIT. It loops through all the nearby actors and after a while, [CRDE] Player controls are locked, busy. Then, [CRDE] OnUpdate Time 0.(a bunch of numbers), before looping again. It appears to do this endlessly.

 

hmm, I cannot recall that this is anything from Naked Defeat. Never saw that happen. It could be another mod interferes...

try "epc" in console or "release" in ZAP player control center. 
could also send me the log, but I cant guarantee that if helps much. 

 

You could try to reinstall naked defeat as described in the 2.4 changelog (clean save in between).

 

Also: you could start a new game, set Captivity chance to 100% and Captivity DDe Chance to 0%. Just to be sure Robbery on 0% too and see what happens then. 

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