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Posted

i like the way this mod is headed, and i see one of the future plans is furniture throughout Skyrim for bondage, perhaps you could look at Bondage Furniture World and the scripts it uses as a base and save alot of work and reinventing the wheel so to speak :)

 

Posted
18 minutes ago, Maddac said:

i like the way this mod is headed, and i see one of the future plans is furniture throughout Skyrim for bondage, perhaps you could look at Bondage Furniture World and the scripts it uses as a base and save alot of work and reinventing the wheel so to speak :)

 

 

I already work on the Bondage Furniture ESP. The scripts are incompatbile I m afraid, same with Interactive BDSM mod. 
but that is why I try to add MORE possible punishments and scenes to Naked Defeats bondage game.

 

And the plan is to put some Furnitures at selected spots all over skyrim, yes. Mainly in some of the vanilla bandit hideouts, fortresses etc. 

maybe also near spawning points. But it will take a while,  I just started learning to use the CK to edit the world itself :D

 

Posted
3 hours ago, Nymra said:

 

I already work on the Bondage Furniture ESP. The scripts are incompatbile I m afraid, same with Interactive BDSM mod. 
but that is why I try to add MORE possible punishments and scenes to Naked Defeats bondage game.

 

And the plan is to put some Furnitures at selected spots all over skyrim, yes. Mainly in some of the vanilla bandit hideouts, fortresses etc. 

maybe also near spawning points. But it will take a while,  I just started learning to use the CK to edit the world itself :D

 

Awesome! I tried bondage furniture world and it just doesn't do it for me. It's very janky for a number of reasons. One immersive touch that would be awesome, if you do add furniture in different spots, is to have the captor bind the player and march her over to the furniture (prison overhaul style) before locking her in. Though that would only work if there's a furniture relatively nearby.

Posted
5 hours ago, 2generic said:

Awesome! I tried bondage furniture world and it just doesn't do it for me. It's very janky for a number of reasons. One immersive touch that would be awesome, if you do add furniture in different spots, is to have the captor bind the player and march her over to the furniture (prison overhaul style) before locking her in. Though that would only work if there's a furniture relatively nearby.

 

AI controlled Player is prone to the same problems as NPC sadly. When u get into furniture while autowalking you get missaligend :(

I have some ideas to solve this (the POP solution is not really a solution here for me at least, it is doing it in a whole different way).

But in POP u can also see the limits of Autowalk -> stairs tend to stop the autowalk. its just too stupid to walk up stairs!!!

 

The problem with placing stuff is: it will be too far away to be used most of the time, so it only makes sense on more obvious combat spots. 

 

But I want to create specific scenarios at least for the Guard Punishment that uses preplaced furniture automatically (like a waterwheel for example).

 

Also: there is an "throw out" scenario in the mod that puts the player in front of the cave. If this works with preplaced furniture it would be a nice alternative to local furnituring. 
In this case, when I play a nice furniture in front of redorans retreat and you get the event you will be put inside of that when u are defeated inside. 

Posted
4 hours ago, pennywise57 said:

Mod seems great but I'm too attached to Sexlab Defeat for now, so I'll wait for a compatibility between the two ?

 

it already "is" kinda compatible but it needs beta testing. 

you can try two things:

 

- disable Player defeat in Defeat and only use its PC defeats NPC or NPC vs NPC feature.

- download SM essential player and when you are in bleedout with that mod, press either the defeat surrender hotkey or naked defeat surrender hotkey to chose which mod has to start.

 

compatibility will never be really achieved, I will only try to alter Essential player to work as an automated bridge mod that automatically sends you either to Defeat or Naked Defeat on bleedout.

 

But from what I learned I will have to make it Daymol compatible first...

 

 

may I ask what makes u stick to defeat? ^^

Posted
3 hours ago, saiermann said:

Hey great mod!

Do you plan to make it compatible with SD/DA as a possible outcome? Literally the last part, why I didn't delete defeat yet :D

 

you mean sanguine debauchery?

what is DA? Daymol?

 

SD+ is already possible via Simple Slavery for now but it is planned to be added as a possible outcome too. 

At one point I want to make my own local slavery functionality for Naked Defeat, tho.  

 

Posted
1 hour ago, Nymra said:

 

it already "is" kinda compatible but it needs beta testing. 

you can try two things:

 

- disable Player defeat in Defeat and only use its PC defeats NPC or NPC vs NPC feature.

- download SM essential player and when you are in bleedout with that mod, press either the defeat surrender hotkey or naked defeat surrender hotkey to chose which mod has to start.

 

compatibility will never be really achieved, I will only try to alter Essential player to work as an automated bridge mod that automatically sends you either to Defeat or Naked Defeat on bleedout.

 

But from what I learned I will have to make it Daymol compatible first...

 

 

may I ask what makes u stick to defeat? ^^

Honestly ? The fact that I've been using it for a really long time ?

I'm gonna disable it and test your mod when I get the chance, and if I'm convinced, well... goodbye Defeat. Or I'll follow your instructions to play both. If the mod is as good as in the description, it may replace Defeat, I'll give a review when I'm done testing it

Posted
5 minutes ago, pennywise57 said:

Honestly ? The fact that I've been using it for a really long time ?

I'm gonna disable it and test your mod when I get the chance, and if I'm convinced, well... goodbye Defeat. Or I'll follow your instructions to play both. If the mod is as good as in the description, it may replace Defeat, I'll give a review when I'm done testing it

 

reason is: i wanna see if I missed some features that Defeat has so I can also cover them with Naked Defeat.

 

btw: some users made their own experiences with playing this with Defeat. You can see their posts in this topic. one is right over yours :D

Posted
10 minutes ago, Nymra said:

 

reason is: i wanna see if I missed some features that Defeat has so I can also cover them with Naked Defeat.

 

btw: some users made their own experiences with playing this with Defeat. You can see their posts in this topic. one is right over yours :D

Just realized your name is Nymra, as in the Nymra animations. Among my favourites, with those from Psyche and Babo. Now I'm 100% sure your mod is worth it 

Posted
2 minutes ago, pennywise57 said:

Just realized your name is Nymra, as in the Nymra animations. Among my favourites, with those from Psyche and Babo. Now I'm 100% sure your mod is worth it 

 

nice!

thx alot!

I will come back to the animations soon. Also will start learning to make my own in 3D max

Posted
1 hour ago, Nymra said:

 

nice!

thx alot!

I will come back to the animations soon. Also will start learning to make my own in 3D max

Can't wait to see that in action ?

Edit : OK, tested it, loved it ! For now I'll keep this one without Defeat, and I'll see in the future if I want to reintegrate SL Defeat or not ?

Posted

Can someone explain to me why using this alongside Defeat is desirable? Naked Defeat already is better for me than Defeat, and I don't see what Defeat adds to the situation. I can see why you might want to use this with Death Alternative in order to get more possible outcomes after you escape from captivity or something like that, but really a few more such options or tweaks from Naked Defeat would be more than good enough in that department without needing DA. Also, in my experience, having multiple on-defeat related mods always ends up leading to problems.

Also, I've yet to get the DDe option in this mod to work once. I even installed the latest DDe on top of DD 5.1, which already has DDe. It works fine for Prison Overhaul, but not this mod.

 

Oh, and when my character is doing a zaz struggle animation (such as hogtie) it only happens for ~1 second before it gets overwritten by the normal standing bound leather bind pose. I'm sure a zaz setting is doing that but I don't know..

Posted
5 hours ago, Nymra said:

 

you mean sanguine debauchery?

what is DA? Daymol?

 

SD+ is already possible via Simple Slavery for now but it is planned to be added as a possible outcome too. 

At one point I want to make my own local slavery functionality for Naked Defeat, tho.  

 

Yes sanguine. Sorry I meant death alternative.

 

I know that there's a connection with simple slavery, but I find this one very unsatisfying because most of the time you just end up in the wilderness with the owner.

But own functionalty also sounds great, considering the quality of your mod ;)

Posted
1 hour ago, 2generic said:

and I don't see what Defeat adds to the situation.

I'm like you but I suspect that the SLDefeat feature to capture enemies and "bag" them is one of the main reason.

Posted
9 hours ago, Nymra said:

 

it already "is" kinda compatible but it needs beta testing. 

you can try two things:

 

- disable Player defeat in Defeat and only use its PC defeats NPC or NPC vs NPC feature.

- download SM essential player and when you are in bleedout with that mod, press either the defeat surrender hotkey or naked defeat surrender hotkey to chose which mod has to start.

 

compatibility will never be really achieved, I will only try to alter Essential player to work as an automated bridge mod that automatically sends you either to Defeat or Naked Defeat on bleedout.

 

But from what I learned I will have to make it Daymol compatible first...

 

 

may I ask what makes u stick to defeat? ^^

A lot of mods are connected to defeat, is Naked Defeat compatible with say, simple slavery, sanguines debauchery etc? 

Posted
25 minutes ago, Thingolf said:

A lot of mods are connected to defeat, is Naked Defeat compatible with say, simple slavery, sanguines debauchery etc? 

 

alot of mods is a bit of an exageration dont you think? :)

Naked Defeat already connects to:

- Simple Slavery

- Devious Devices (via Devices Devices Equip)

- Slave Tats (Defeat doesent)

- Zaz Animation Pack (Defeat doesent)
 

In the near future I will add support for:

- SD+ 

 

And I have plans for 

- Bathing in Skyrim (a forced washing scene)

- a new expanded civil rape functionality that can replace mods that do the same and works dialoguefree and hopefully 100% compatible with mods like Sexlab Survial. 

Posted
5 hours ago, 2generic said:

Also, I've yet to get the DDe option in this mod to work once. I even installed the latest DDe on top of DD 5.1, which already has DDe. It works fine for Prison Overhaul, but not this mod.

 

hmm, I think DD5.1 uses different mod events. But for backwards compatibility I will stick with DDe directly for now. I will not install DD5 for quite some time I think, if ever -.-

 

5 hours ago, 2generic said:

Oh, and when my character is doing a zaz struggle animation (such as hogtie) it only happens for ~1 second before it gets overwritten by the normal standing bound leather bind pose. I'm sure a zaz setting is doing that but I don't know..

 

what zaz setting might that be? I dont know of any that does anything like that. 
 

your character has leather binds during the scene, so the bound pose is the "normal" idle.

 

The struggle idles (bound on knees, hogie, standing struggle etc) only play between sex scenes.

Might be I have to lenghten the process a bit so that the poses do not end so fast.

Sexlab terminates the struggle pose before it starts.

 

But to judge this I would have to see a video :(

Posted
6 hours ago, 2generic said:


Also, I've yet to get the DDe option in this mod to work once. I even installed the latest DDe on top of DD 5.1, which already has DDe. It works fine for Prison Overhaul, but not this mod.

 

 

 

Not sure if this is causing any part of your problem. but DDe is NOT part of DD5.1 

Posted
4 minutes ago, donkeywho said:

 

Not sure if this is causing any part of your problem. but DDe is NOT part of DD5.1 

 

might be it was a bit confusing for some ppl with all the DDxyzs :P and he confused DDe (Equip) with DDx (eXpansion) lol :D

Might make a note in the description, hmm. 

Posted
2 hours ago, Nymra said:

 

hmm, I think DD5.1 uses different mod events. But for backwards compatibility I will stick with DDe directly for now. I will not install DD5 for quite some time I think, if ever -.-

 

I don't know all the changes for DD4 to DD5 but I am wondering why you don't plan on updating? The vast majority of mods made for DD4 should work fine in DD5 there may be the occasional issue but it was made to be as backwards compatible as is reasonable.

One of the (mistaken) complaints I've seen a few times is actually a misconception that people think DD5 doesn't have all the ESPs from DD4 (DDA DDI and DDX) but it does they are just all packaged into a single download but still exist as separate ESPs for backwards compatibility.

Posted

The mod is failing to find npc's that i was in combat with. I am using Deadly Wenches which adds lots of summon spells to bandits. So what's nearest to me was some bears or bonemen. Timed npcs/minions should not be part of SL scenes.

Posted
22 minutes ago, Tenri said:

I don't know all the changes for DD4 to DD5 but I am wondering why you don't plan on updating? The vast majority of mods made for DD4 should work fine in DD5 there may be the occasional issue but it was made to be as backwards compatible as is reasonable.

 

simple as that: I dont trust this enough to make the change now, I have enough to do already without creating more possible problems. 

the reason for that is also simple: I dont use DDs in my game at the moment, I only have DD4.3 as dependency, thats it. no mod is allowed to use them except POP.

 

I will only switch to DD5 when I am making my own DD removal mod (and I really hope it works out like it is planned...). 

 

22 minutes ago, Tenri said:

One of the (mistaken) complaints I've seen a few times is actually a misconception that people think DD5 doesn't have all the ESPs from DD4 (DDA DDI and DDX) but it does they are just all packaged into a single download but still exist as separate ESPs for backwards compatibility.

 

nah, dont have a problem with that, but ppl just confuse other mods with the DD framework. 

Posted
39 minutes ago, Zaflis said:

The mod is failing to find npc's that i was in combat with. I am using Deadly Wenches which adds lots of summon spells to bandits. So what's nearest to me was some bears or bonemen. Timed npcs/minions should not be part of SL scenes.

 

yeaaaah, that actually was on my to do list but I did not find a way to identify those ghost thingies in my scripts to rule them out.

I made a support thread, lets see if someone has an idea... :( 

 

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