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Posted
12 hours ago, Nymra said:

 

yes

 

also open RapeTattoos, go to rapehands and mark them as "unassigned". 

I will try to find a better solution for this even. 

 

Thank you... I just installed RapeTattoos and those other recommended mods and it's all pretty opaque to me. It sounds like any tattoos I want other mods to use should be marked unassigned, and then it's up to those mods to call them? I assume this is the same for the cane marks as well, then?

Posted
4 minutes ago, Anunya said:

 

Thank you... I just installed RapeTattoos and those other recommended mods and it's all pretty opaque to me. It sounds like any tattoos I want other mods to use should be marked unassigned, and then it's up to those mods to call them? I assume this is the same for the cane marks as well, then?

 

this is something I did not know myself until recently.

 

I use FadeTattoos in my mod to allow the RapeHands And CaneMarkes to fade.

BECAUSE FadeTatooos is linked to RapeTattoos it seems to respect the RapeTattoos restrictions

 

So you need to select "Unassigend" for all RapeHands in RapeTattoos MCM to make them show (funny enough for myself I did not need to do that... mysterious).

the cane marks should have the same issue, but it seems to be on and off (skyrfim beeing skyrim), so just go the save route and "unassign" them too maybe.

Posted

Lo

13 minutes ago, Nymra said:

 

this is something I did not know myself until recently.

 

I use FadeTattoos in my mod to allow the RapeHands And CaneMarkes to fade.

BECAUSE FadeTatooos is linked to RapeTattoos it seems to respect the RapeTattoos restrictions

 

So you need to select "Unassigend" for all RapeHands in RapeTattoos MCM to make them show (funny enough for myself I did not need to do that... mysterious).

the cane marks should have the same issue, but it seems to be on and off (skyrfim beeing skyrim), so just go the save route and "unassign" them too maybe.

 

LOL and thank you!

 

Running Skyrim with mods is like one part science, one part art, and maybe two parts dark magic.

Posted

I tried to reproduce the isse with animal defeat. It worked flawless for me, even with 15 seconds alarm timer, hmm :(

 

I will add more debug tracing and upload a new version for you to test. if you have papyrus logging on I might be able to tell where stuff goes sideways.

this is really weird. 

 

a "mod debug" setting in the MCM is planned anyways, it will be a "one click fix all problems" kind of thing, but of course the mod should work without it in all normal situations.

 

did any of you use the debug key by any chance? during any part of the mod? 

Posted
11 hours ago, Nymra said:

 

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.

 

 

 

Hello, I've downloaded the mod yesterday and I'm having the same issue schweinehund reported. When defeated, my character enters bleedout and turns invulnerable, but nothing else happens. When surrendering, it just seems to turn godmode on.

 

I'm using v2.5 with all its hard requirements and their respective requirements (however, I was using Zaz's pack v7 because at first I couldn't find v8 - found it now though - and I do not have SL creature pack installed, not sure if it matters). Didn't change any settings in the MCM other than activating the mod and messing with the load order doesn't seem to change anything. I'll try a few older versions of the mod later to see if they work.

 

Edit: I'm using Skyrim LE.

 

 

Posted

please upload logs. I saw something in one of the logs which bothered me but that I also did not fully understand, so maybe there is a pattern. 

Posted

I could reproduce it. 
one of the logs helped.

 

I bet you all did not have DD installed when the Mod either broke or did not initialize. 

Seems the way I set up the scripts that I use to remove DDs prevent the mod from initializing/working correctly (depends if you had an earlier version preinstalled I guess).

I am trying to fix that by now, hopefully without the need to drop the DD removal function... 

 

 

Posted

Ok, 

 

here is a testversion.

I could not test it myself, I m falling asleep in front of my desk...

 

I noticed this:

- without DD installed, Naked Defeat will not initialize on a new game

- I think without DD installed this might also happen since some versions back when I added the DD removal function (which uses script sorcery that seems to fail here)

 

The version is untested, but basically the only change is, that now there will be no DD removal from Naked Defeat before the Rape starts (so dont check the MCM option for it).

 

but IN THEORY now the mod should work 100% on Load Orders without Devious Devices installed.

 

if you want, please test and report back. I will test on sunday or monday when I find the time. 

Naked Defeat 2-6 BETA2 - noDDremoval-Test.7z

Posted

I'm on SE.

Some info, Rapehands not showing up can't be just because of the 'excluded' setting. Both SLUTS and Public Whore tats are 'excluded' in Rape Tattoos and I know the PW tats showed up and stayed visible. SLUTS tats also worked.

Posted
22 minutes ago, Seeker999 said:

I'm on SE.

Some info, Rapehands not showing up can't be just because of the 'excluded' setting. Both SLUTS and Public Whore tats are 'excluded' in Rape Tattoos and I know the PW tats showed up and stayed visible. SLUTS tats also worked.

 

you cannot compare apples to oranges here :)

 

I described earlier that Naked Defeat adds tattoos via Fade Tattoos, not just SlaveTats, so the method is different.

(both  SLUTS and PW remove their tattoos themselves during their quest.

Naked Defeat cant do that, since their quests are quite short, so Fade Tattos has to take over to slowly remove the tattoos again, 

 

But important question: do you say you signed the RapeHands as "Unassigned" in RapeTats and they still dont show up?
in this case please try to make a test with zero other overlays from slavetats active and try again, hmm. 

 

The texture files went through Cathedral optimizer, so they should work for SE. 

Posted
2 hours ago, Nymra said:

Ok, 

 

here is a testversion.

I could not test it myself, I m falling asleep in front of my desk...

 

I noticed this:

- without DD installed, Naked Defeat will not initialize on a new game

- I think without DD installed this might also happen since some versions back when I added the DD removal function (which uses script sorcery that seems to fail here)

 

The version is untested, but basically the only change is, that now there will be no DD removal from Naked Defeat before the Rape starts (so dont check the MCM option for it).

 

but IN THEORY now the mod should work 100% on Load Orders without Devious Devices installed.

 

if you want, please test and report back. I will test on sunday or monday when I find the time. 

Naked Defeat 2-6 BETA2 - noDDremoval-Test.7z 1.02 MB · 2 downloads

 

This did the trick.

This mod is even better than I hoped.

Thanks for making it and for the help ge3tting it to work.

Posted

 

That seems to have done it. When I tried to upgrade to the next versions after 2.4, my game would ctd. If I started over on versions after 2.4 the mcm would show. Now with that 2.6 beta I can do both. I'm running this on SE and I don't have DD installed.

Posted
4 hours ago, Nymra said:

Ok, 

 

here is a testversion.

I could not test it myself, I m falling asleep in front of my desk...

 

I noticed this:

- without DD installed, Naked Defeat will not initialize on a new game

- I think without DD installed this might also happen since some versions back when I added the DD removal function (which uses script sorcery that seems to fail here)

 

The version is untested, but basically the only change is, that now there will be no DD removal from Naked Defeat before the Rape starts (so dont check the MCM option for it).

 

but IN THEORY now the mod should work 100% on Load Orders without Devious Devices installed.

 

if you want, please test and report back. I will test on sunday or monday when I find the time. 

Naked Defeat 2-6 BETA2 - noDDremoval-Test.7z 1.02 MB · 9 downloads

 

Yeah, I don't have DD installed (nor Creatures to say all).

Quick report:

with this version (2.6 B2) the MCM shows up without problems and also quickly. Will test the other features soon.

 

Posted
5 minutes ago, Slava3434 said:

Нет МСМ меню с версией 2.4, 2,5, 2.6 что я не так сделал или забыл?))

 

try 2.6 beta2 from post #741

Posted

Naked Defeat 2.6 BETA 3 

 

- reactivated DD support via DDe (Remove DD in MCM works again, does not work in BETA 2)

- NICE: works without trouble since it is a mod event, so the quirks with the previous versions should not be repeated

- NOT SO NICE: right now I can only brute force remove ALL worn DDs. I am trying to refine that, but not sure if it will work. My goal was a function that only removes heavy devices and plugs. 

 

 

Naked Defeat 2-6 BETA3.7z

Posted
3 hours ago, Slava3434 said:

Последний вопрос : НУЖЕН МОД DDe для работы Naked Defeat 2.6 BETA 3 ?

no. 

 

 

Posted
6 minutes ago, Artful Dodger said:

Feels like very quality mod, triggers every time, SE user.

Thanks !

 

 

glad to hear. thx alot :)

 

I built this on a very well made architecture from naked dungeons, that I somehow not manage to break with adding all my stuff on top :P 

Posted

I was testing with the mod demonic creatures 1.3 on SSE, and once I was defeated against a creature added by Demonic Creatures, I stayed in the surrender state and no animation started. I did make the mod work only when I pressed the key to surrender before I was brought to the bleedout state.

Posted
27 minutes ago, Yegleftuk said:

I was testing with the mod demonic creatures 1.3 on SSE, and once I was defeated against a creature added by Demonic Creatures, I stayed in the surrender state and no animation started. I did make the mod work only when I pressed the key to surrender before I was brought to the bleedout state.

 

which version of Naked Defeat? 

can you send me a Papyrus log?

 

Posted

Is Devious Devices Equip required for Naked Defeat to equip devices? Or is that only for the devices added by DDe? I'm asking because I'm playing in VR and Skyrim Utility Mod (requirement of Devious Devices Equip) breaks my textures. So I wonder if I will still be bound if I don't have it installed.

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