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Posted

I've made my first test of Ver. 3.

 

After my defeat I got the Message to run and my Follower started to fight again. The sex-scene started for both of us and then she started fighting again and I went to the bound thing.

 

I didn't do a clean save. Loading a save after disabling ND, I'll get a 'this save is corrupt' Massage.

Posted
2 minutes ago, schweinehund said:

I've made my first test of Ver. 3.

 

After my defeat I got the Message to run and my Follower started to fight again. The sex-scene started for both of us and then she started fighting again and I went to the bound thing.

 

I didn't do a clean save. Loading a save after disabling ND, I'll get a 'this save is corrupt' Massage.

 

hmm, might be a clean save issue then. 

I noticed weird things happening in my game when I did no clean save with this version, but it was mostly bleedout not working correctly. 
might be followers like that even less... 

But I have an idea what might be wrong here when your followers starts fighting again, will check that out, thx for the report. 


 

Posted
22 minutes ago, 悲しい少王女 said:

Huh, good for me I guess. The issue of not getting raped and getting only knocked out repeatedly disappeared after upgrading to the beta on the same save I had the problem on.

 

hm, not sure I understand? :D
you mean the 3.0 BETA1? 
in that 3.0 b1 it should allow you to be downed 3 times (you get up unharmed) and only the 4th time starts rape.

Posted

Nono I meant I was using v2.6 before and when my hp got to 0 and I got into the knocked down state nothing would happen afterwards. I tried doing a clean save but after removing Naked defeat the save would become corrupt.
 

After updating to 3.0 beta though the defeat started working and properly started sex animation so all is good.

Posted
1 hour ago, 悲しい少王女 said:

Nono I meant I was using v2.6 before and when my hp got to 0 and I got into the knocked down state nothing would happen afterwards. I tried doing a clean save but after removing Naked defeat the save would become corrupt.
 

After updating to 3.0 beta though the defeat started working and properly started sex animation so all is good.

 

hmm, not the ideal solution, lol :D
on the frontpage there is a description "debug" on how to reinstall Naked Defeat. meaning uninstall ND 2.6, clean save, reinstall 2.6 should fix the issue.

Posted

So far, I like this one. It's like defeat without all the fluff and confusing settings, makes you essential, and doesn't (as far as I can tell?) cause my male followers to get raped (which sometimes has happened with as many ways of disabling followers as I could think of, because there are multiple settings that can cause that in Defeat). But there are a couple features this needs, namely being able to disable certain creatures... For example, for some reason, Vampire Lords are game-breaking glitchy no matter what mod setup I've tried. And if followers ever get implemented, we'd definitely at least need to be able to disable them if we wish.

Posted

Hey! Trying this now as a replacer for issue prone DA+defeat, and loving it so far, many thanks! It's really stable!

Some feedback, all of course imho!

 

Haven't tried the latest yet, will do v soon as for me, follower support is really really important!

 

I am finding that I am unable to change the playing animation (even with SLtools). Is this an intentional feature? If so, please can it be a toggle- different tastes n'all! It's already a part of sexlab too if I recall correctly.

 

Also, the really sexy voice that starts the second the player is captured- again, a toggle would be nice. Not <i>every</i> toon I play is necessarily aroused by capture! ;)

Also, a toggle for if the player is aroused by the abuse, turning all aroused sounds off.
(Maybe one day an eventual alternate set of sounds for characters not into it at all).

 

Love that there are sliders for chances. Lets the player play exactly how they choose (and of course can change for different toons). The escape slider only goes to 50% though; more player choice is always better imho.

 

A toggle (or even %slider) would be nice for being punished by restraints. Atm, every bandit is Skyrim is carrying shock enchanted ropes!

 

I love the lack of dependences. Usually, having to install multiple mods that then have their own multiple dependences just to try... And then hours trying to get it to work! This was a real pleasure to get working with the absolute minimum of fuss!

 

Looking through the readme&scripts, seems there was a lot lot lot of interactions, dependences, variables and complications before. ?

 

Oh, lastly suggest changing the names of the bindings to something a bit more immersive.

 

Again, all just imho suggestions for options. Many thanks for your hard work on this great mod! ???

 

 

 

 

Posted
7 hours ago, Sydney said:

Hey! Trying this now as a replacer for issue prone DA+defeat, and loving it so far, many thanks! It's really stable!

Some feedback, all of course imho!

 

Haven't tried the latest yet, will do v soon as for me, follower support is really really important!

 

I am finding that I am unable to change the playing animation (even with SLtools). Is this an intentional feature? If so, please can it be a toggle- different tastes n'all! It's already a part of sexlab too if I recall correctly.

 

no, this should not happen.

but you need to provide more info:

what happens when you press SL tools hotkey? Do you see an animation list with only 1 animation?
and if so, which is it?

 

- disable all zaz filters and also all DD filters in DD, Sexlab and Zap animation pack (most likely solution)

 

7 hours ago, Sydney said:

Also, the really sexy voice that starts the second the player is captured- again, a toggle would be nice. Not <i>every</i> toon I play is necessarily aroused by capture! ;)

 

this mod does not play any voice ?
 

only thing you should hear is the moaning from your selected Sexlab Voice. 

maybe you have Spank that ass installed? It has a player dialogue option.

 

7 hours ago, Sydney said:

Also, a toggle for if the player is aroused by the abuse, turning all aroused sounds off.
(Maybe one day an eventual alternate set of sounds for characters not into it at all).

 

as I said, it is all sexlab sounds at the moment. check if you hear the same moaning sounds in sexlab scenes. The mod calls these moans and does not add his own.

 

7 hours ago, Sydney said:

 

Love that there are sliders for chances. Lets the player play exactly how they choose (and of course can change for different toons). The escape slider only goes to 50% though; more player choice is always better imho.

 

the escape slider will be changed to 1% -> 20% in the next update. 50% is far too high and basicaly ridicules the furniture escape game. Player choice is ok until it is a setting that makes no sense. 

 

 

7 hours ago, Sydney said:

A toggle (or even %slider) would be nice for being punished by restraints. Atm, every bandit is Skyrim is carrying shock enchanted ropes!

 

I m working on different punishment effects, but there are not many that make sense or look good. 

 

 

7 hours ago, Sydney said:

Oh, lastly suggest changing the names of the bindings to something a bit more immersive.

 

I dont understand what you mean? :)

 

 

 

7 hours ago, Sydney said:

Again, all just imho suggestions for options. Many thanks for your hard work on this great mod! ???

 

 

thank  you very much, really love to read feedback like this :D
and please keep posting ideas when you have some, no guarantees of course, but I m always open to feedback. 

Posted
12 hours ago, ShenGo said:

So far, I like this one.

 

thx alot :D

 

12 hours ago, ShenGo said:

It's like defeat without all the fluff and confusing settings, makes you essential, and doesn't (as far as I can tell?) cause my male followers to get raped (which sometimes has happened with as many ways of disabling followers as I could think of, because there are multiple settings that can cause that in Defeat). But there are a couple features this needs, namely being able to disable certain creatures... For example, for some reason, Vampire Lords are game-breaking glitchy no matter what mod setup I've tried. And if followers ever get implemented, we'd definitely at least need to be able to disable them if we wish.

 

yeah, toggles like these are worked on at the moment. both creature and follower related :D

Posted
1 hour ago, Nymra said:

 

thx alot :D

 

 

yeah, toggles like these are worked on at the moment. both creature and follower related :D

Awesome! Nice work, Nymra! :D

Posted

Unable to change animations- This indeed was due to ZAZ, (sexlab-animation overide needed to be unchecked). Thanks! :D

 

Voice: I mean, as soon as I am defeated, I *immediately* hear orgasmic moans and panting (from player). The default SL high aroused ones. I'd like to be able to toggle it off, both for a player character who isn't (yet haha) aroused by capture, and for times when others are in the house. Before I had the chance to reload, the orgasmic noises played! Embarrassing :D

 

Escape slider: If you have spent a while 'playing' the mini game and are finally released, and 5 min later you are defeated again, you may well not want to go through it again. Besides, ppl simply find different things arousing, or even just fun. SL mods can really take over your game- its just nice to have options to reduce the impact for if you'd like to actually complete a few quests this game session- not just spend it having sex! Probably most ppl have more than this one mod that starts SL events. It may well end up meaningless to some, but we are all different. I will always prefer more player choice, even if I don't understand some choices (like super OP follower mods that are so popular- I don't get it myself, but whatever!)

 

Punishment effects- yeah, difficult. Just felt weird to see all these enchanted ropes in the hands of low level bandits. Dunno- weighted attacker's level check for quality restraints? Might well be more trouble than it is worth though.

 

The bindings are left in inventory, called zzarmropescuffthingy something.

 

I installed 301beta over 2.6 with no clean save just to try. Surprisingly, it worked flawlessly! Follower support yay! :D:D:D Happy! The three strikes is working perfectly, though, as always ;) , my hope is for more player personalization over options- something like 0-5 'lives' (I like 0 myself so after checking a few times it was working, I am just surrendering when it happens.)

 

Thanks again for your mod!

Posted
11 hours ago, Slava3434 said:

анимация секса в BETA-3.0  1 секунда после поражения,потом идет проверка Sexlab животных...далее идет фурнитура(клетка) и NPS удаляет женщину из клетки собой)))

 

reinstall on a clean save.

Posted
Quote

I m working on different punishment effects, but there are not many that make sense or look good. 

 

I know what you mean - difficult to find things that are relatively lore-friendly and also feasible.

 

My #1 suggestion (to the point that I've actually modified my local scripts to implement a bare-bones version of it) would be to let the player configure the chances of different results of struggle (currently you seem to use a 1-6 random die roll, with one effect tied to each value 4+).

 

A few concepts (though, sadly, I'm not quite familiar enough with your code, or the APIs you're working with, yet to say how feasible they might be)

 

- Escape chance tied to lockpicking, pickpocket, and stealth (or skills of your choice). For example, the formula:

 

C = escape chance constant (from slider)
L = lockpick skill
P = pickpocket skill
S = stealth skill
B = expected base skill (skills above this increase chance of success, below this decrease chance of success)
R = random 1-100 roll

if:
	R < C+((L+P+S/3 - B)/2)
then:
	escape()

 

would still let you provide a constant to handle escape chance, but let the player get better at escaping by increasing their lockpicking, pickpocket, and stealth skills (at a rate of 1/6 of a percent per skill point, with a maximum of 50 minus half of B plus C, so at the current 20% it'd still cap out at 70% chance of escape with a skill level of 100. You could make one of the coefficients a slider to allow further customization there as well), or even improve those skills by attempting to escape. 

 

Only using existing frameworks / integrations:

  • You struggle against your bonds, but succeed only in making them tighter! [reduce chance of subsequent success]
  • You struggle against your bonds, but give up in exhaustion. They do seem a bit looser, though... [increase chance of subsequent success]
  • You struggle against your restraints, but your writhing movements attract the attention - and arousal - of your captors. [ You've already got this covered with 'your captors want more', though a slider for frequency would be nice. ]
  • You struggle against your restraints, but manage to trap yourself painfully, making it difficult to breathe. [apply a temporary debuff, animation, or tattoo]
  • You struggle against your restraints, but manage only to give yourself rope burn. [apply a temporary debuff or tattoo]
  • You struggle against your restraints, but attract the attention of your captors, who decide to tighten your restraints / put you in a more secure restraint. [ This could be used to either feed in to a restraint hierarchy, e.g. tied to a pole -> shackled into a harness -> chained -> shackled into stocks , or just reduce chances of subsequent success ]
  • You struggle against your restraints, but attract the attention of your captors, who decide to make fun of you. [ Captors throw insults, or just stand around grinning and gaining arousal ] You struggle against your restraints, but attract the attention of your captors, who sneer at your efforts and draw crude remarks on your body [apply from a selection of demeaning tattoos ]
  • You struggle against your restraints, but attract the attention of your captors, who torment you with strange devices [ Add piercings / plugs from DDE ]

With additional frameworks / integrations, or just a lot more work due to separate scenarios:

  • You struggle against your restraints, and your captors decide to reward your efforts by letting you go... Blindfolded, into a dangerous-looking cave. [Send player, defenseless, into troll / falmer / giant cave]
  • [Bandits only] Your captors decide you're too much trouble and mark you with the symbols of their band, leaving you to be captured by guards after providing them an anonymous tip. You're caught and jailed, despite protesting your innocence... [Add tattoo, send to jail in nearby hold]
  • [Falmer only] Your captors decide to breed you with their insects...

 

I'll try to think of some more feasible suggestions, I think I'm getting  a bit off track. I do quite like the relative simplicity and functionality of the current implementation compared to most of the other combat sex alternatives on this site. 

Posted
23 minutes ago, transfer said:

 

I know what you mean - difficult to find things that are relatively lore-friendly and also feasible.

 

My #1 suggestion (to the point that I've actually modified my local scripts to implement a bare-bones version of it) would be to let the player configure the chances of different results of struggle (currently you seem to use a 1-6 random die roll, with one effect tied to each value 4+).

 

A few concepts (though, sadly, I'm not quite familiar enough with your code, or the APIs you're working with, yet to say how feasible they might be)

 

- Escape chance tied to lockpicking, pickpocket, and stealth (or skills of your choice). For example, the formula:

 


C = escape chance constant (from slider)
L = lockpick skill
P = pickpocket skill
S = stealth skill
B = expected base skill (skills above this increase chance of success, below this decrease chance of success)
R = random 1-100 roll

if:
	R < C+((L+P+S/3 - B)/2)
then:
	escape()

 

would still let you provide a constant to handle escape chance, but let the player get better at escaping by increasing their lockpicking, pickpocket, and stealth skills (at a rate of 1/6 of a percent per skill point, with a maximum of 50 minus half of B plus C, so at the current 20% it'd still cap out at 70% chance of escape with a skill level of 100. You could make one of the coefficients a slider to allow further customization there as well), or even improve those skills by attempting to escape. 

 

Only using existing frameworks / integrations:

  • You struggle against your bonds, but succeed only in making them tighter! [reduce chance of subsequent success]
  • You struggle against your bonds, but give up in exhaustion. They do seem a bit looser, though... [increase chance of subsequent success]
  • You struggle against your restraints, but your writhing movements attract the attention - and arousal - of your captors. [ You've already got this covered with 'your captors want more', though a slider for frequency would be nice. ]
  • You struggle against your restraints, but manage to trap yourself painfully, making it difficult to breathe. [apply a temporary debuff, animation, or tattoo]
  • You struggle against your restraints, but manage only to give yourself rope burn. [apply a temporary debuff or tattoo]
  • You struggle against your restraints, but attract the attention of your captors, who decide to tighten your restraints / put you in a more secure restraint. [ This could be used to either feed in to a restraint hierarchy, e.g. tied to a pole -> shackled into a harness -> chained -> shackled into stocks , or just reduce chances of subsequent success ]
  • You struggle against your restraints, but attract the attention of your captors, who decide to make fun of you. [ Captors throw insults, or just stand around grinning and gaining arousal ] You struggle against your restraints, but attract the attention of your captors, who sneer at your efforts and draw crude remarks on your body [apply from a selection of demeaning tattoos ]
  • You struggle against your restraints, but attract the attention of your captors, who torment you with strange devices [ Add piercings / plugs from DDE ]

With additional frameworks / integrations, or just a lot more work due to separate scenarios:

  • You struggle against your restraints, and your captors decide to reward your efforts by letting you go... Blindfolded, into a dangerous-looking cave. [Send player, defenseless, into troll / falmer / giant cave]
  • [Bandits only] Your captors decide you're too much trouble and mark you with the symbols of their band, leaving you to be captured by guards after providing them an anonymous tip. You're caught and jailed, despite protesting your innocence... [Add tattoo, send to jail in nearby hold]
  • [Falmer only] Your captors decide to breed you with their insects...

 

I'll try to think of some more feasible suggestions, I think I'm getting  a bit off track. I do quite like the relative simplicity and functionality of the current implementation compared to most of the other combat sex alternatives on this site. 

 

 

I wont go into details because I cannot work deeply on Naked Defeat atm and just slowly finish the planned Features for 3.0 (followers and group logic) 

 

 

1. Escape Chances:
- at some point I want to implement such a thing, but a tiny bit different (maybe). 
I thought about a system where the set "escape chance" in the MCM also manages the impact on skill to increase escape chance.

a. I plan on only allowing 1 skill to count. Maybe with an MCM toggle which one it is, dunno. I dont see any reason for not using lockpick only basically. 

 

Say you set 5% escape chance, then lockpickskill will add an additional success chance of 5% on max level (100)

If you set 20% escape chance (will be the new max value in the next version) then lockpickskill will add an additional success chance of 20% on max level (100)


I think about even making this random too. so the skill bonus will vary between 1-20% randomly for the second example.

 

2. Punishments

Nice ideas there, I will definaly think about some of those. To be honest, the whole system can be alot more complex and immersive, too, by sorting the furnitures by type and insert punishments suitable for the different furnitures. Including btw sound effects (creaking ropes, lockpick sounds, whatever) based on furniture type. I have alot of ideas but implementing them will be the next step after 3.0 completion.

 

3. Internal Outcomes

The only outcomes that I currently plan to add on top of the existing ones are these 2:

 

- SD+ local slavery (on popular demand)

- Simple Death (a mod that I want to make, similar to Simple Slavery, that allows "death outcomes" that involve immersive scenarios in different afterlife scenarios. Basically short quests that allow you to escape your destiny and come back from the dead. Alot of sex ofc involved. - this is planned ot be linked to a "death event" in Naked Defeat, which can result from Furniture game (Shocked to death), exectution (Pama Interaction Mod integration) and pose an alternative to SS++

 

4. External Outcomes

I also want to add small scenarios to SS++ that include small mazes (with minotaurs ;-)) and other small escape games, quests or chain rapes as SS++ outcome that are relatily short but impactful.

I really love the auction and therefor want to add possible outcomes in the "normal" dimension directly to SS++ instead of just Naked Defeat, always with the framework idea in my head (SO many mods add their own outcomes that would be awesome for SS++, but cannot be used there sadly (slaverun, daymol, maria eden etc.)

 

thx alot for your suggestions! 

 

 

 

Posted
3 hours ago, Sydney said:

Voice: I mean, as soon as I am defeated, I *immediately* hear orgasmic moans and panting (from player). The default SL high aroused ones. I'd like to be able to toggle it off, both for a player character who isn't (yet haha) aroused by capture, and for times when others are in the house. Before I had the chance to reload, the orgasmic noises played! Embarrassing :D

 

I see. Explains alot, sorry. I am using the same voices in all sexlab slots, so experience may vary for other users. I see if I can improve the voice selection in the script.

Turning it off would result in no sounds while struggling in the furniture :(

 

Maybe your PC just loves the idea of getting raped :P

But yeah, will look into this.

 

3 hours ago, Sydney said:

Escape slider: If you have spent a while 'playing' the mini game and are finally released, and 5 min later you are defeated again, you may well not want to go through it again. Besides, ppl simply find different things arousing, or even just fun. SL mods can really take over your game- its just nice to have options to reduce the impact for if you'd like to actually complete a few quests this game session- not just spend it having sex! Probably most ppl have more than this one mod that starts SL events. It may well end up meaningless to some, but we are all different. I will always prefer more player choice, even if I don't understand some choices (like super OP follower mods that are so popular- I don't get it myself, but whatever!)

 

not sure what you want to tell me here :)
you mean the escape chance slider should remain at its 50%? 

I m not sure I like that idea. a few ppl will love it, but I just think about a possible majority that will just adjust the mod wrong and then basically miss half of its supposed content.

 

If you do not want the mod to take too much of your time you should reduce the Captivity Event Chance directly and also reduce the chance for whipping and chain rape.

also, the debug key is always there if you feel you had enough.

I admit its a bit of a balance act between roleplay and actual punishing gameplay, but since you can always load, cheat via console (setstage) etc. no mod EVER will be able to truly offer a BDSM experience, even when DD framework is trying so hard to do that, it is just impossible due to the nature of things. 
I have experience in self bondage (in reallife) and mods like Naked Defeat have similar principles, but will never be able to replace a real session. 

I mean you would have to block console and all hotkeys to really have immersion and STILL you could just alt+F4 and restart the game. 

 

3 hours ago, Sydney said:

 

Punishment effects- yeah, difficult. Just felt weird to see all these enchanted ropes in the hands of low level bandits. Dunno- weighted attacker's level check for quality restraints? Might well be more trouble than it is worth though.

 

I really dont have any issues with that. Nothing says the ropes are enchanted, maybe its just a mechanism. Maybe the shocks just represent the pain your PC endures, whatever. 

Without it the struggle game is quite boring honestly. 
But as stated earlier, it is planned to add different punishment effects anyway and also possibly toggles for it in the MCM.

There will never be any checks for levels or stuff like that. 

But I want to further distinguish between types of enemies in general. But since ZAP 9 will take possibly years to be released I have to work with ZAP8+ ressources and they are plenty but offer little for say creatures and animals. I even thought about making my own Zap 8+ addon with my own furniture.s... 

 

3 hours ago, Sydney said:

 

The bindings are left in inventory, called zzarmropescuffthingy something.

 

this only happens when you neither have DDe or Furniture outcome and is intended. 

 

3 hours ago, Sydney said:

I installed 301beta over 2.6 with no clean save just to try. Surprisingly, it worked flawlessly! Follower support yay! :D:D:D Happy! The three strikes is working perfectly, though, as always ;) , my hope is for more player personalization over options- something like 0-5 'lives' (I like 0 myself so after checking a few times it was working, I am just surrendering when it happens.)

 

yes, there will be as slider

 

3 hours ago, Sydney said:

Thanks again for your mod!

 

:D
thx for the feedback and ideas

Posted

Very noice mod. I like how simple it is to use and how it uses Zaz animations and stuff to spice up the slightly tiresome cycle of the base Defeat (which is godlike nonetheless of course) "lose, play animation, leave". Can't wait for updates and stuff :3

Posted
On 5/4/2021 at 1:10 PM, 悲しい少王女 said:

ono I meant I was using v2.6 before and when my hp got to 0 and I got into the knocked down state nothing would happen afterwards. I tried doing a clean save but after removing Naked defeat the save would become corrupt.

Good to hear. I had the same problem. I had to go back to pre-Naked Defeat install to get my game back. I'll have to check out 3.0. Looking forward to getting this back in my mod list because I like it a lot.

Posted
On 5/5/2021 at 6:39 AM, Nymra said:

the escape slider will be changed to 1% -> 20% in the next update. 50% is far too high and basicaly ridicules the furniture escape game. Player choice is ok until it is a setting that makes no sense. 

I agree with the original poster. More choice is a good thing. I have it set at 50% and would probably set it higher. Basically I don't want to play the escape game. I like the animation and the situation, but then I want to move on. Dragging out the escape can seem like forever.  If I have to play game 5 or more times to get out, I would prefer that the time between attempts be cut back.  I hate when time penalties are forced on players and we have to sit and wait for things to happen. So, I'm all for making the scale larger rather than reducing it. This is a great mod, but let us play how we want to play, which might be different from your preferences.

Posted
4 hours ago, Nymra said:

not sure what you want to tell me here :)
you mean the escape chance slider should remain at its 50%? 

I m not sure I like that idea. a few ppl will love it, but I just think about a possible majority that will just adjust the mod wrong and then basically miss half of its supposed content.

 

If you do not want the mod to take too much of your time you should reduce the Captivity Event Chance directly and also reduce the chance for whipping and chain rape.

also, the debug key is always there if you feel you had enough.

I admit its a bit of a balance act between roleplay and actual punishing gameplay, but since you can always load, cheat via console (setstage) etc. no mod EVER will be able to truly offer a BDSM experience, even when DD framework is trying so hard to do that, it is just impossible due to the nature of things. 
I have experience in self bondage (in reallife) and mods like Naked Defeat have similar principles, but will never be able to replace a real session. 

I mean you would have to block console and all hotkeys to really have immersion and STILL you could just alt+F4 and restart the game. 

As I continued to read, I saw your response here. Yeah, all of those are ways to get out, but most of them circumvent ND altogether by restarting a game or doing some kind of code thing, or skipping the parts that I don't want to skip. The only part of ND that I find myself getting antsy with is the escape game. It just doesn't seem like anything is happening and I have to sit waiting for the next roll of the die to come around. Before I found the slider and put it to 50, if was frustrating the hell out of me. It is just too long with nothing happening. Don't get me wrong, I like the visuals of it... for one or two cycles... then I'm done and want to move on. It is like when Deviously Helpless (mod) modifies your character so they can't do anything for about 5 minutes after an attack. As much as love that mod I uninstalled it at one point because I just hated that so much. Sitting around waiting so that I can do something. I did reinstall it because I like what it does otherwise, but man I just hate that part of it. 

 

Of course, it is your mod and you can do what you want with it, but if it is already there and not extra work on your part, why not offer the option for people to use it in a way that is fulfilling for them and avoid the things that they find frustrating? As for the connection to the BDSM experience and self-bondage, I guess I see it differently. I do both of those as well in real life, but what I really like in those situations is not what I want in a video game. Having to wait in bondage can be very sensual because it is tactile. I don't feel anything when I'm playing a video game, so I want to be active in some ways inside the game, and waiting doesn't tick the excitement box. If that makes sense.

Posted

Is the mod compatible with Fillherup?

I ask because I saw that the mod also has a belly scaling based on the amount of sperm of the NPCs. And other content similar to Fillher up.

 

Where can I download KomRoseB Mesh? KomAnim animations are apparently hidden behind a paywall.

or is that even necessary to get the effect when using BHUNP?

Posted
3 hours ago, AreaGamer said:

Is the mod compatible with Fillherup?

I ask because I saw that the mod also has a belly scaling based on the amount of sperm of the NPCs. And other content similar to Fillher up.

 

Where can I download KomRoseB Mesh? KomAnim animations are apparently hidden behind a paywall.

or is that even necessary to get the effect when using BHUNP?

 

Naked Defeat has none of these features. It were just leftovers from Naked Dungeons in the earlier versions.

 

Fill Her Up will break the furniture animation when deflation starts. I will release my own version of FHU for that reason, but I m sill working on that. 
 

In all cases, Komrose is not required and never will be. This feature is part of Naked Dungeons. 

Posted

Thanks for the information, then those were the leftovers from the MCM of Naked Dungeons I read there.

But that you want to make your own version of Fill Her Up makes me wonder, since Bakafaktory is constantly expanding and improving his version. Wouldn't it be better to just make a compatibility patch or even better to communicate with Bakafaktory so that he or both of you can adapt the mod?

Posted
23 minutes ago, Nymra said:

 

Naked Defeat has none of these features. It were just leftovers from Naked Dungeons in the earlier versions.

 

Fill Her Up will break the furniture animation when deflation starts. I will release my own version of FHU for that reason, but I m sill working on that. 
 

In all cases, Komrose is not required and never will be. This feature is part of Naked Dungeons. 

 

Thanks for the information, then those were the leftovers from the MCM of Naked Dungeons I read there.

I just translated the mod into German and also the MCM file, I assume that you throw out the non-existent functions in one of the next versions of the translation file.

 

But that you want to make your own version of Fill Her Up makes me wonder, since Bakafaktory is constantly expanding and improving his version. Wouldn't it be better to just make a compatibility patch or even better to communicate with Bakafaktory so that he or both of you can adapt the mod?

Posted

May be a stupid question, do I need the mod Slavetats or just the textures? I ask ur because Slavetats is not listed in the prerequisite mods.

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