NicoleDragoness Posted April 24, 2021 Posted April 24, 2021 The problem is not that the Menu doesn't appear (for version 2.5 and up to 2.6 B1) but that the Menu is empty just after an upgrade.. Saving and then reloading seems to solve the problem but, in fact, trying to open "this" menu leads to an instant CTD (at least for me. It happened with both versions listed). I tried also to unistall 2.4, clean save (very carefull), new save again then install 2.5. The result was a game freeze every time I tried to open the NADE menu (note that SkiUI is up to date and ALL others menu I have open without problems). Hope these infos could help.
NicoleDragoness Posted April 24, 2021 Posted April 24, 2021 1 hour ago, Nymra said: TTS Voiced Player Could you provide a link or some more infos, please?
Nymra Posted April 24, 2021 Author Posted April 24, 2021 11 minutes ago, schweinehund said: Greetings, this mod looks great, but I'm sadly unable to get it to work. Whenever my charakter is defeated, she goes into bleedout and the camara freezes. If I surrender, she moans and switches to god mode. I'm playing SE and installed the patch. I've tried a fresh game, only using the requiered mods (and their requirements) and the modversions 2,4 2,5 and 2,6. Thanks Papyrus.0.log 33.64 kB · 0 downloads required mods are not really enough. you need to have all requirements for the required mods too, plus all the basic mods needed for Loverslab modsetup to work. like for example SkyUI etc. It seems the quest failed to initiliaze in your game, so make sure you followed all necessary step for a loverslab mod setup first. You can find links to guids in the OP. They should mostly be valid for SE. Conglomerate 01 - by donttouchmethere -> how to install your stuff Conglomerate 02 - by donttouchmethere -> how to install your kinky stuff Conglomerate 03 - by donttouchmethere -> how to merge your stuff 1 and 2 beeing the most important here.
Nymra Posted April 24, 2021 Author Posted April 24, 2021 11 minutes ago, NicoleDragoness said: The problem is not that the Menu doesn't appear (for version 2.5 and up to 2.6 B1) but that the Menu is empty just after an upgrade.. Saving and then reloading seems to solve the problem but, in fact, trying to open "this" menu leads to an instant CTD (at least for me. It happened with both versions listed). I tried also to unistall 2.4, clean save (very carefull), new save again then install 2.5. The result was a game freeze every time I tried to open the NADE menu (note that SkiUI is up to date and ALL others menu I have open without problems). Hope these infos could help. hmm, I ll do some research, but it will take days before I get to that. I have to sort out stuff that was left untouched for the past weeks, darn sorry
Nymra Posted April 24, 2021 Author Posted April 24, 2021 9 minutes ago, NicoleDragoness said: Could you provide a link or some more infos, please? https://www.nexusmods.com/skyrim/mods/103512?tab=posts - MCM CTDs alot, try repeatedly (it works eventually) - you have to use english speaking windows voices or it will be off (for english dialogue). - i downloaded some extra voices on windows and picked one I like (Tilda or sth, dunno, have to check the name). note: test on an isolated game beforehand. sometimes a save will no longer load when this mod is uninstalled from it.
Zaflis Posted April 24, 2021 Posted April 24, 2021 5 hours ago, Miller826 said: Hey man! Looks might awesome. Decided to dump the old defeat in favor of this one. Uninstalled Defeat, installed Naked Defeat + the SE patch and fired up a new game. Sadly, the MCM doesn't show up so i can't activate your mod. Tried Reinstalling and playing around with the load order to see if anything changed. But no. Naked Defeat just doesn't show up in my game. Might you have a clue about how to handle this? Although i can't help with SE issues, i too had MCM not showing up when i first loaded on LE. But it wasn't just this, also DD-Equip and Skyrim Utility Mod (required for DDE) didn't have MCM. But it resolved after i saved and loaded game. 1
Nymra Posted April 24, 2021 Author Posted April 24, 2021 8 minutes ago, Zaflis said: Although i can't help with SE issues, i too had MCM not showing up when i first loaded on LE. But it wasn't just this, also DD-Equip and Skyrim Utility Mod (required for DDE) didn't have MCM. But it resolved after i saved and loaded game. yeah, I think some of these mods tend to only work like this. dunno why really, but yeah, nice to see that it works for you for me there are a number of mods that only work on new game or on reloading.
asebw Posted April 24, 2021 Posted April 24, 2021 Running into a strange issue. Updated to 2.5 yesterday, and suddenly I'm starting to become invulnerable in game. NPCs and followers are still taking damage, but the character is no longer taking damage. Anyone run into this or something similar? UPDATE: Reverted to 2.3 and the saves that had the invulnerability issue were back to normal. Not sure what is going on, but 2.5 is definitely the trigger/source.
Nymra Posted April 24, 2021 Author Posted April 24, 2021 1 minute ago, asebw said: Running into a strange issue. Updated to 2.5 yesterday, and suddenly I'm starting to become invulnerable in game. NPCs and followers are still taking damage, but the character is no longer taking damage. Anyone run into this or something similar? maybe the mod termianted in an unusual way and god mode is still active. make sure the mod always ends with the "run" message or something is wrong. Try "tgm" in console.
Clockwinding Posted April 24, 2021 Posted April 24, 2021 5 hours ago, Nymra said: maybe the mod termianted in an unusual way and god mode is still active. make sure the mod always ends with the "run" message or something is wrong. Try "tgm" in console. Something is wrong with creature defeat in 2.5. I become invulnerable and lose all agro forever after being defeated. The mod doesn't proc correctly either: get the god mode, fall on knees, stand back up, nothing happens. Bug appeared after losing to an ice wraith for me, might be relevant (or not, i do have animations for those), it was my first creature defeat. I have not encountered that problem against human enemies. I noticed it too late on my current game and i fear i'm gonna have to rollback quite a bit. Any way to clear/reset the quests in-game, or is cleaning the save properly the way to go? edit: after the buggy creature defeat, it doesn't work on humans either. edit2: screenshot of the state of things in the mcm in the spoiler. tried some console resetquest magic to no effect. Spoiler
Nymra Posted April 24, 2021 Author Posted April 24, 2021 1 hour ago, Clockwinding said: Something is wrong with creature defeat in 2.5. I become invulnerable and lose all agro forever after being defeated. The mod doesn't proc correctly either: get the god mode, fall on knees, stand back up, nothing happens. Bug appeared after losing to an ice wraith for me, might be relevant (or not, i do have animations for those), it was my first creature defeat. I have not encountered that problem against human enemies. I noticed it too late on my current game and i fear i'm gonna have to rollback quite a bit. Any way to clear/reset the quests in-game, or is cleaning the save properly the way to go? edit: after the buggy creature defeat, it doesn't work on humans either. edit2: screenshot of the state of things in the mcm in the spoiler. tried some console resetquest magic to no effect. Hide contents I cannot recomment resetquest at all. Might do worse than it helps, especially when you have no idea about the quests. If anything use the setstage commands, they are somewhere in the changelogs and in the thread, have to sort them out later... in your screenshot the quest stages look OK for a "defeat not running" state. Is that screenshot from before or after you resetted the quests? I can only guess that the mod ended in an unusual way and so never ended at all. Make sure the mod always ends with the "Run" message or you should reload. Check if you are in the Faction "DefeatFaction" and if so, remove yourself from that faction (for easy bugfix, get Skyrim Utility mod, and use its "factions" tab in MCM). also type "tgm" in console if you are still invulnerable. Did you, by any chance, set the "Escape Alarm timer" very high (long time) and changed cells after running? might be the mod terminates in a bad way in that case, hmm.
Clockwinding Posted April 24, 2021 Posted April 24, 2021 10 minutes ago, Nymra said: I cannot recomment resetquest at all. Might do worse than it helps, especially when you have no idea about the quests. If anything use the setstage commands, they are somewhere in the changelogs and in the thread, have to sort them out later... in your screenshot the quest stages look OK for a "defeat not running" state. Is that screenshot from before or after you resetted the quests? I can only guess that the mod ended in an unusual way and so never ended at all. Make sure the mod always ends with the "Run" message or you should reload. Check if you are in the Faction "DefeatFaction" and if so, remove yourself from that faction (for easy bugfix, get Skyrim Utility mod, and use its "factions" tab in MCM). also type "tgm" in console if you are still invulnerable. Did you, by any chance, set the "Escape Alarm timer" very high (long time) and changed cells after running? might be the mod terminates in a bad way in that case, hmm. I tried resetquest after the screenshot, and didn't save my game again after seeing it did nothing, so no harm done on that side. I don't remember seeing a "RUN!" message after my defeat against the ice wraith, but it was in an interior cell (cave). My timer is set to 10 seconds, i definitely didn't run out of the cave before it expired (took my time to stalk the wraith and kill it). I'll try installing SUM to check factions, good idea to get that even without getting POP or DDE.
DonQuiWho Posted April 24, 2021 Posted April 24, 2021 8 hours ago, Nymra said: I have a simple rule for skyrim: if the dialogue has no voice acting behind it is no dialogue at all. So as long as I cannot add voice acting in a meaningful way I will have no dialogues in my mods. I also noticed that dialogues in mods get repetetive VERY fast and thus redundant (this is true for virtually ALL loverslab mods too) I mean its still a PC game and not a comic, no? I also use TTS Voiced Player to make the windows machine voice read the players part of all dialogues. Its really making the game alive. I think dialogue is only a real choice when it is a "game" in itself, meaning you need information to choose the correct answers. So no, for civil rape features dialogue will never return. But I plan on my own comment system that is voice based. The guards will maybe yell something at you before they punish you, but it will not be in form of dialogue. This sounds a good idea, but in my present game, I disabled this mod, in the MCM, at an early stage until it was a bit more well developed But this current game does have a problem that I have noticed in that in a quite a few mods - not just the odd one - the NPCs responsive dialogue texts have disappeared completely. You just get a long timed (silent) 'blank' until, if you leave things alone, the game seems to move on, all by itself, to the player's next text. I have a fairly consistent load order for base mods, but thought this might just be a new load order issue, and when time was available I was going to try to see if moving Fuz, RDO, etc might fix it But this has got me wondering.... ? Has anyone else here, using this mod, noticed anything similar in their games?
BobBerger Posted April 24, 2021 Posted April 24, 2021 I have the exact same problem. I checked if im in that Faction, i haven't reseted anything yet. Update: removing myself from that Faction made enemies attack me again.
Nymra Posted April 24, 2021 Author Posted April 24, 2021 12 minutes ago, BobBerger said: I have the exact same problem. I checked if im in that Faction, i haven't reseted anything yet. Update: removing myself from that Faction made enemies attack me again. I ll check if somehow animals/creature defeat does lead to the mod not terminating like it should. Sorry for the inconvenience
Nymra Posted April 24, 2021 Author Posted April 24, 2021 18 minutes ago, donkeywho said: This sounds a good idea, but in my present game, I disabled this mod, in the MCM, at an early stage until it was a bit more well developed But this current game does have a problem that I have noticed in that in a quite a few mods - not just the odd one - the NPCs responsive dialogue texts have disappeared completely. You just get a long timed (silent) 'blank' until, if you leave things alone, the game seems to move on, all by itself, to the player's next text. I have a fairly consistent load order for base mods, but thought this might just be a new load order issue, and when time was available I was going to try to see if moving Fuz, RDO, etc might fix it But this has got me wondering.... ? Has anyone else here, using this mod, noticed anything similar in their games? it was on and off. Meaning in one game I had problems with the dialogue, while usually restarting the dialogue solved it. In my current game i have zero problems with the dialogue. I doubt that we will see updates to the mod (TTS voice), the author never responed to even one post or bug report since almost a year now but for me I always got back to the mod because it adds SO much to the game. Without it I just skipped through all dialoges with high speed, now I can listen to the speech, its so nice.
BobBerger Posted April 24, 2021 Posted April 24, 2021 8 minutes ago, Nymra said: I ll check if somehow animals/creature defeat does lead to the mod not terminating like it should. Sorry for the inconvenience No need to apologies, if it wasn't for you, this mod would not exist. Update: It doesn't seem to work with humans ether and the surrender button only gives you god mode.
Nymra Posted April 24, 2021 Author Posted April 24, 2021 6 minutes ago, BobBerger said: No need to apologies, if it wasn't for you, this mod would not exist. Update: It doesn't seem to work with humans ether and the surrender button only gives you god mode. are you on SE? maybe the mod has trouble starting correctly in SE with the latest versions hmm. Did you try 2.3 or 2.4 on a new game?
BobBerger Posted April 24, 2021 Posted April 24, 2021 8 minutes ago, Nymra said: are you on SE? maybe the mod has trouble starting correctly in SE with the latest versions hmm. Did you try 2.3 or 2.4 on a new game? I am playing on LE, im currently on 2.5, i could downgrade back to 2.4. I started with 2.4 on a fresh save, and updated to 2.5 without even leaving the LAL spawn area.
DonQuiWho Posted April 24, 2021 Posted April 24, 2021 20 minutes ago, Nymra said: it was on and off. Meaning in one game I had problems with the dialogue, while usually restarting the dialogue solved it. In my current game i have zero problems with the dialogue. I doubt that we will see updates to the mod (TTS voice), the author never responed to even one post or bug report since almost a year now but for me I always got back to the mod because it adds SO much to the game. Without it I just skipped through all dialoges with high speed, now I can listen to the speech, its so nice. I had noticed extra speech too. I agree it's quite a good effect. Forgive the ignorance, please, but is that TTS a 'mod', or its functionality, which is built into/incorporated in your mod, or just files generated by that mod incorporated in yours? If it's the first of those, ie you have that mod within yours, do we need to look at any problems it has, as recorded in its NEXUS thread, in trying to work out what might be happening in our games as a result of your (and now 'our') using it? Not saying there's anything wrong with that, one way or the other, but it can help to know what we are up against when trying to track down bugged bits of our own games Any help that you can offer will be welcome!
BobBerger Posted April 24, 2021 Posted April 24, 2021 Just gave 2.4 a try on a new save and it worked with humans but not with creatures.
Nymra Posted April 24, 2021 Author Posted April 24, 2021 1 hour ago, donkeywho said: I had noticed extra speech too. I agree it's quite a good effect. Forgive the ignorance, please, but is that TTS a 'mod', or its functionality, which is built into/incorporated in your mod, or just files generated by that mod incorporated in yours? If it's the first of those, ie you have that mod within yours, do we need to look at any problems it has, as recorded in its NEXUS thread, in trying to work out what might be happening in our games as a result of your (and now 'our') using it? Not saying there's anything wrong with that, one way or the other, but it can help to know what we are up against when trying to track down bugged bits of our own games Any help that you can offer will be welcome! ok, might be I confused stuff quite a bit. in your other post, the "dialogue" problems you described, you mean they come from Naked Defeat? The thing about responsive dialoge etc? I thought you are talking about issues with TTS voiced player. The only part of Naked Defeat that uses Dilaogue is the Guard punishment and it works without issues, at least for me, when there is no other mod around that screws with the same thing (SLS, PW, DCUR). With that feature off, there is no dialogue function left basically. TTS is a mod from nexus that I use, it has nothing to do at all with Naked Defeat.
DonQuiWho Posted April 24, 2021 Posted April 24, 2021 24 minutes ago, Nymra said: ok, might be I confused stuff quite a bit. in your other post, the "dialogue" problems you described, you mean they come from Naked Defeat? The thing about responsive dialoge etc? I thought you are talking about issues with TTS voiced player. The only part of Naked Defeat that uses Dilaogue is the Guard punishment and it works without issues, at least for me, when there is no other mod around that screws with the same thing (SLS, PW, DCUR). With that feature off, there is no dialogue function left basically. TTS is a mod from nexus that I use, it has nothing to do at all with Naked Defeat. OK, thanks Nymra This game I started - has got new voiced input from somewhere - has something screwing with Fuz in a way I've never seen before I think I just misunderstood what you 'said' up thread, so to speak, and thought that there might have been some connection ? I'll go and look somewhere else ....
Anunya Posted April 25, 2021 Posted April 25, 2021 15 hours ago, xyzfs said: I'm using it on SE. I can equip them by slave tats so the files themself are fine (maybe at some point I converted it with Cathedral Asset, don't know if it is needed) For me they do not get equipped from ND by the way, but idk if it's an issue of the mod itself, or something else (I think of SLS traumas) taking up the slots Thanks
Anunya Posted April 25, 2021 Posted April 25, 2021 Re: SE and 2.5 - yesterday I installed 2.5 and the SE patch and the MCM showed up for me. I haven't actually tested it in-game to see if it works as I'm still in the stage where I'm installing and uninstalling mods, tweaking settings and so on. Just a data-point. Looking forward to trying out ND
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