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Posted
1 hour ago, NicoleDragoness said:

@Nymra

 

Did you see this one?

 

It seems lightweight (yeah, I know, you don't like lightweight ;D ) and stable. Maybe its code could help in some manner?

 

 

yeah, I saw that one, thx. But I think it works quite different in some of the core areas. In fact I wanted to test the mod for possible compatibility with Naked Defeat too, so ppl can use that mod for NPC vs NPC or NPC vs. PC deefeat, but that is way down the to do list still.

Posted

is it working as intended for the K key (surrender key) to work while not in combat? idk when i press the K key, my character will then surrender, its not a deal breaker but nice to know.

Posted
1 hour ago, Nymra said:

so ppl can use that mod for NPC vs NPC

 

It's exactly what I'm testing right now.

I let your excellent mod to handle my own defeat and Yamate! to handle NPC-NPC things.

I'll report later.

Posted
39 minutes ago, Whizkid said:

is it working as intended for the K key (surrender key) to work while not in combat? idk when i press the K key, my character will then surrender, its not a deal breaker but nice to know.

 

no. the surrender key should only make the character surrender WHEN the combat is already started. 

I thought I added the necessary checks but maybe I missed something, the key script is smeared over like 3 different scripts -.-

 

I see that I fix that in the next update. 

Posted
4 minutes ago, NicoleDragoness said:

 

It's exactly what I'm testing right now.

I let your excellent mod to handle my own defeat and Yamate! to handle NPC-NPC things.

I'll report later.

 

interesting! 
looking forward to the report :) 

Posted
5 minutes ago, Nymra said:

 

no. the surrender key should only make the character surrender WHEN the combat is already started. 

I thought I added the necessary checks but maybe I missed something, the key script is smeared over like 3 different scripts -.-

 

I see that I fix that in the next update. 

nice, thanks for creating this mod its very immersive hehe

Posted
7 minutes ago, Whizkid said:

nice, thanks for creating this mod its very immersive hehe

 

you are welcome :)
and yeah, immersion is the primary objective indeed.

 

To make that even better I am in the process of trying some voice acting to make the captors drop some nasty lines :P

 

Posted
1 hour ago, Whizkid said:

is it working as intended for the K key (surrender key) to work while not in combat? idk when i press the K key, my character will then surrender, its not a deal breaker but nice to know.

Can confirm that it works, and I surrende to nobody when I accidentally hit the surrender key. I mapped that (via MCM) to the End key. IIRC DAYMOL had it there by default, it's out of the way and easy to remember. The K key is mapped by default to adjust sexlab animations...

 

Came across a bug/inconvenience: I have Guard Punishment enabled, had some ooze from the chastitybelt running down my leg - and was gagged with a ballgag. Every guard in the vicinity force greeted me, but we got stuck in an endless loop because they couldn't understand my gag talk. I don't have Cursed Loot installed, which made gag talk easier, so I was stuck and forced to reload the last save.

Posted
6 minutes ago, CaptainJ03 said:

Came across a bug/inconvenience: I have Guard Punishment enabled, had some ooze from the chastitybelt running down my leg - and was gagged with a ballgag. Every guard in the vicinity force greeted me, but we got stuck in an endless loop because they couldn't understand my gag talk. I don't have Cursed Loot installed, which made gag talk easier, so I was stuck and forced to reload the last save.

 

hmm, nothing I can do here to fix the dialogue itself sadly.

But the next update will hopefully have the change for the guard punishment to work WITHOUT the dialogue, so that will then fix such problems, at least regarding Naked Defeats guard features.  

Posted

hello i have a little problem when i start the game with the mod the game crash right after the bethesda intro i use NMM and i test with only naked deafeat and its requirement but the game still crash right after the intro if someone know why pls respond 

Posted
34 minutes ago, sasfa said:

hello i have a little problem when i start the game with the mod the game crash right after the bethesda intro i use NMM and i test with only naked deafeat and its requirement but the game still crash right after the intro if someone know why pls respond 

stupid question maybe, but do you also have all the requirements for the requirements and a basic envorinment setup for Loverslab mods as stated in the Tutorials I posted on the starting page (Conglomerate 01 to 03)?

 

I suggest using a different Mod Organizer (like Mo2) and then make sure you have checked ALL the requirements from those tutorials first.

The mod cannot crash the game like that, there has to be another problem (for example when u are on SE but use the LE mod version) or when u just have too many animations installed (but the tutorials should also fix that)

Posted
7 minutes ago, Nymra said:

stupid question maybe, but do you also have all the requirements for the requirements and a basic envorinment setup for Loverslab mods as stated in the Tutorials I posted on the starting page (Conglomerate 01 to 03)?

 

I suggest using a different Mod Organizer (like Mo2) and then make sure you have checked ALL the requirements from those tutorials first.

The mod cannot crash the game like that, there has to be another problem (for example when u are on SE but use the LE mod version) or when u just have too many animations installed (but the tutorials should also fix that)

okay i will test with Mo2 and yes i have all the requirement for the requirement thanks for the help 

Posted
3 minutes ago, sasfa said:

okay i will test with Mo2 and yes i have all the requirement for the requirement thanks for the help 

 

also run Loot to set the order if your ESP and ESM. I think that also can be a cause for crash on game start, hmm. 
basically google should give all the main reasons for that happening too. 

Posted (edited)

Ooook,

could be my fault but it seems, at least for me, that this Yamate! doesn't work right, because I always end up with death.

Of course (I'm at level 70 with a lot of enhancements on shouts, armor and weapons), even if I also have a lot of enemy's improvements, I need to not fight at all to be defeated.

It seems also the same happens to my followers but they are protected and they don't die. But they enter bleedout but nothing happens after.

 

While NADE works fine and take counts of my and followers low health, making me and them entering into bleedout, this Yamate! does not.

It could be a script lag (very much probable), but my health lowers and nevers makes me to enter bleedout (and the consequences).

 

Unistalled.

Sorry to waste your time.

Edited by NicoleDragoness
Posted
On 6/8/2021 at 7:42 AM, Nymra said:

 

at least nothing I can do from my side to fix it. It will just be incompatible then. I guess the mod fiddles with bleedout state two so they both fire and fuck each other up? :D

 

 

yeah, might be the game takes awhile to have these changes to have effect. But I can only guess what is going wrong here, maybe the "essentiality" is not taken away, no idea. 

Guess you have to choose which mod to use in the future and which to get rid off, sorry 

The really strange part is, before I found this mod, I played with DVS - Player Essential. More Dynamic Injuries seemed to play nicely with that one.

 

Anyway, I've been injured a few times with Naked Defeat turned off (and, for that matter, DVS reinstalled as a test), and haven't had any issues yet, but maybe that's just because she hasn't started bleeding again yet. I'll keep testing.

Posted
14 minutes ago, sunnydayknight said:

This might not be the direction you want to take, but have you considered a defeat outcome that locks the PC in furniture in a random location?

 

not exactly.
I want stuff like that handled via SS++ and I plan on adding suitable miniquests.

 

What Naked Defeat will get (I hope it works as intended) is to be thrown out of the dungeon and bound in furniture, ideally a preplaced furniture in the world space. 

but that is still WIP.

 

 

Posted
7 minutes ago, Nymra said:

 

not exactly.
I want stuff like that handled via SS++ and I plan on adding suitable miniquests.

 

What Naked Defeat will get (I hope it works as intended) is to be thrown out of the dungeon and bound in furniture, ideally a preplaced furniture in the world space. 

but that is still WIP.

 

 

 

Both of those things sound good. Looking forward to seeing what you come up with - but no pressure :)

 

I'm currently in the midst of my first real play through with Naked Defeat and I'm really enjoying it. I mean, I'm trying my hardest not to trigger it, but that's at least half the value in a defeat mod.

Posted
1 hour ago, Anunya said:

 

Both of those things sound good. Looking forward to seeing what you come up with - but no pressure :)

 

I'm currently in the midst of my first real play through with Naked Defeat and I'm really enjoying it. I mean, I'm trying my hardest not to trigger it, but that's at least half the value in a defeat mod.

 

yeah, exactly, haha. 
if you do not fight like for real the defeat scenario loses its magic.

 

I have feedback for hundreds of hours playthroughs with Naked Defeat, so I m quite confident it will hold up! 

Posted

Heya @Nymra - right now for some reason bandits aren't attacking me. I suspect (but don't know) that it might be related to having been defeated by bandits in Naked Defeat. Are there any quick console commands to either verify whether the bandits are still choosing not to attack me, or to definitively remove the temporary protection in case it lingered?

 

Not saying it's this mod for sure... but if there's a convenient way to force ending any protection/ ally situation I'd like to try it and see if it helps.

Posted
2 hours ago, Anunya said:

Heya @Nymra - right now for some reason bandits aren't attacking me. I suspect (but don't know) that it might be related to having been defeated by bandits in Naked Defeat. Are there any quick console commands to either verify whether the bandits are still choosing not to attack me, or to definitively remove the temporary protection in case it lingered?

 

Not saying it's this mod for sure... but if there's a convenient way to force ending any protection/ ally situation I'd like to try it and see if it helps.

 

the only thing that Naked Defeat could do in that regard is adding the PC to the Defeat Faction. But this only happens when the mod is not terminating correctly somehow (when the "run" message appears it should all be ok).

 

Just in case, check if you are in the "Defeat Faction" (you can see that for example in the MCM of the Skyrim Utility mod by inte (Factions).

I will remove the defeat faction in the next update since it is no longer required. 

 

 

Posted
40 minutes ago, Nymra said:

 

the only thing that Naked Defeat could do in that regard is adding the PC to the Defeat Faction. But this only happens when the mod is not terminating correctly somehow (when the "run" message appears it should all be ok).

 

Just in case, check if you are in the "Defeat Faction" (you can see that for example in the MCM of the Skyrim Utility mod by inte (Factions).

I will remove the defeat faction in the next update since it is no longer required. 

 

 

 

Yup, I was still in the defeat faction. I've removed myself (took a bit of figuring out), and will keep playing. Hopefully this will have fixed it :)

 

For those who find themselves in a similar situation, this is what I did to remove myself from the defeat faction:

  1. Opened Skyrim Utility Mod (SUM)
  2. Went to systems tab to assign a hotkey to select actor/form key.
  3. Hit that key which selected the PC
  4. Opened SUM, went to factions tab and looked around to see I was a member of the Defeat faction (set to true).
  5. Exited SUM, opened console and typed: Help "Defeat Faction" to get the faction ID
  6. Typed Player.RemoveFromFaction [faction ID].
Posted
10 hours ago, Nymra said:

 

not exactly.
I want stuff like that handled via SS++ and I plan on adding suitable miniquests.

 

What Naked Defeat will get (I hope it works as intended) is to be thrown out of the dungeon and bound in furniture, ideally a preplaced furniture in the world space. 

but that is still WIP.

 

 

With preplaced furniture that sounds perfect actually!  I do hope to see more mods that bring bondage furniture into the world.  Had high hopes for Bondage Furniture World and Devious Framework (DFW), but those mods look to be abandoned (though your No Collision Furnitures mod greatly improved both mods!).

Posted
50 minutes ago, sunnydayknight said:

With preplaced furniture that sounds perfect actually!  I do hope to see more mods that bring bondage furniture into the world.  Had high hopes for Bondage Furniture World and Devious Framework (DFW), but those mods look to be abandoned (though your No Collision Furnitures mod greatly improved both mods!).

I have to admit that't I'm no fan of permanently placed furniture in the world, because you never know which other mod decided to change that same cell. Kimy has put pillories in the towns via Cursed Loot - that was one of the reasons I stopped using DCL.

Devious Furniture is included in DD5, but I'm not aware of any mod that actually uses them (apart from DCL with the MCM options set accordingly)

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