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Posted
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.

Posted
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!

Posted
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. 

 

Posted
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 ....

 

 

Posted
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 :)

Posted

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 :)

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

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