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4 hours ago, Cristel Carrisi said:

 Привет. у меня без Slave Tats все работало. может  я забыла прописать цифру в skyrim.ini ??? лучше скажи когда обновление???

Я не уверен, в чем здесь настоящая проблема.

Лучше всего установить fDecalLifetime=900.0 - 9999.0.
Однако это относится только к временным наложениям.

Если мод накладывает оверлеи через татуировки, то вам нужен SlaveTats или вы можете добавлять оверлеи только вручную в Racemenu.

Для slavetats и различных модов, использующих татуировки (например, Spank that Ass), важно увеличить количество возможных слотов наложения в файле nioverride.ini.

 

nioverride.ini с активированными лицевыми накладками и слотами накладок, установленными на 20:

Spoiler

[Debug] ; -1 to disable logging
; 0 - Fatal Error
; 1 - Error
; 2 - Warning
; 3 - Message
; 4 - Verbose Message
; 5 - Debug Message
iLogLevel=5 ; Default[5]


[General]
; Changes the way overrides are loaded,
; 0 - Dynamic (delays loading on the first game load of the session, then immediately loads for all subsequent game loads of the session)
; 1 - Always Immediate (will always load overrides immediately)
; 2 - Always Delayed (will always pass overrides to the task manager)
; Previous versions were always set to 2, but I experienced CTD when loading
; subsequent saves of the same game session (like dying and reloading)
iLoadMode=0 ; Default[0]

; Parallizes computation of BodyMorphs on armor/bodies
bParallelMorphing=0 ; Default[0]

; Enables automatic reapplication of transforms on model load
bEnableAutoTransforms=1 ; Default[1]

; Determines scaling mode
; 0 - Multiplicative
; 1 - Averaged
; 2 - Additive
; 3 - Largest
iScaleMode=0

; Determines combination mode for BodyMorph
; 0 - Additive
; 1 - Averaged
; 2 - Largest
iBodyMorphMode=0

; Enables automatic transforms defined by 'SDTA' NiStringExtraData on shapes
; String Data: (Without semi-colon)
;[
;    {"name":"NPC L Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]},
;    {"name":"NPC R Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]}
;]
bEnableEquippableTransforms=1 ; Default[1]

; Amount of memory to be used by BodyMorph TRI cache
; cache will temporarily exceed this limit to load a TRI
; then remove least recently used entries until the
; used memory is below this threshold
uBodyMorphMemoryLimit=256000000 ; Default[256000000]

; Enables Body Randomization based on guided files
bEnableBodyGen=1 ; Default[1]

[Overlays]
; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script
bPlayerOnly=1 ; Default[1]

; Determines whether face overlays are enabled
; disabling this disables the hook
; Note: face overlays are known to crash when decapitated
bEnableFaceOverlays=1 ; Default[0]

; Determines whether to immediately apply shader changes
; when overlays are installed on an ArmorAddon
bImmediateArmor=1 ; Default[1]

; Determines whether to immediately attach and apply shader changes
; when overlays are installed to the face
bImmediateFace=0 ; Default[0]

[Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
; Determines how many body overlays there should be
iNumOverlays=20 ; Default[6]
iSpellOverlays=0 ; Default[0]


[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=20 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=20 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=20 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Data]
; Assigns these alpha properties to all overlays when they are applied
; 4844, 128 is recommended for solid overlays (they will render correctly underwater)
; Changing the overlay's alpha value ingame acts like 4845 regardless of assigned flags
iAlphaFlags=4845 ; Default[4845]
iAlphaThreshold=0 ; Default[0]
sDefaultTexture=textures\actors\character\overlays\default.dds

 

 

nioverride.ini устанавливается с помощью Racemenu

 

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1. nioverride.ini без этого работало. 2. Spank that Ass работает. 3. просто нету красных полос от ударов. у меня они были,я переустановила игру и они пропали. я не помню что я пропустила(( какой то файл или  про писать что то где то.. у меня толшько два мода на удары это Naked Defeat и BondageFurnitureWorld1.1.4

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17 hours ago, donttouchmethere said:

Я не уверен, в чем здесь настоящая проблема.

Лучше всего установить fDecalLifetime=900.0 - 9999.0.
Однако это относится только к временным наложениям.

Если мод накладывает оверлеи через татуировки, то вам нужен SlaveTats или вы можете добавлять оверлеи только вручную в Racemenu.

Для slavetats и различных модов, использующих татуировки (например, Spank that Ass), важно увеличить количество возможных слотов наложения в файле nioverride.ini.

 

nioverride.ini с активированными лицевыми накладками и слотами накладок, установленными на 20:

  Hide contents

[Debug] ; -1 to disable logging
; 0 - Fatal Error
; 1 - Error
; 2 - Warning
; 3 - Message
; 4 - Verbose Message
; 5 - Debug Message
iLogLevel=5 ; Default[5]


[General]
; Changes the way overrides are loaded,
; 0 - Dynamic (delays loading on the first game load of the session, then immediately loads for all subsequent game loads of the session)
; 1 - Always Immediate (will always load overrides immediately)
; 2 - Always Delayed (will always pass overrides to the task manager)
; Previous versions were always set to 2, but I experienced CTD when loading
; subsequent saves of the same game session (like dying and reloading)
iLoadMode=0 ; Default[0]

; Parallizes computation of BodyMorphs on armor/bodies
bParallelMorphing=0 ; Default[0]

; Enables automatic reapplication of transforms on model load
bEnableAutoTransforms=1 ; Default[1]

; Determines scaling mode
; 0 - Multiplicative
; 1 - Averaged
; 2 - Additive
; 3 - Largest
iScaleMode=0

; Determines combination mode for BodyMorph
; 0 - Additive
; 1 - Averaged
; 2 - Largest
iBodyMorphMode=0

; Enables automatic transforms defined by 'SDTA' NiStringExtraData on shapes
; String Data: (Without semi-colon)
;[
;    {"name":"NPC L Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]},
;    {"name":"NPC R Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]}
;]
bEnableEquippableTransforms=1 ; Default[1]

; Amount of memory to be used by BodyMorph TRI cache
; cache will temporarily exceed this limit to load a TRI
; then remove least recently used entries until the
; used memory is below this threshold
uBodyMorphMemoryLimit=256000000 ; Default[256000000]

; Enables Body Randomization based on guided files
bEnableBodyGen=1 ; Default[1]

[Overlays]
; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script
bPlayerOnly=1 ; Default[1]

; Determines whether face overlays are enabled
; disabling this disables the hook
; Note: face overlays are known to crash when decapitated
bEnableFaceOverlays=1 ; Default[0]

; Determines whether to immediately apply shader changes
; when overlays are installed on an ArmorAddon
bImmediateArmor=1 ; Default[1]

; Determines whether to immediately attach and apply shader changes
; when overlays are installed to the face
bImmediateFace=0 ; Default[0]

[Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
; Determines how many body overlays there should be
iNumOverlays=20 ; Default[6]
iSpellOverlays=0 ; Default[0]


[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=20 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=20 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=20 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Data]
; Assigns these alpha properties to all overlays when they are applied
; 4844, 128 is recommended for solid overlays (they will render correctly underwater)
; Changing the overlay's alpha value ingame acts like 4845 regardless of assigned flags
iAlphaFlags=4845 ; Default[4845]
iAlphaThreshold=0 ; Default[0]
sDefaultTexture=textures\actors\character\overlays\default.dds

 

 

nioverride.ini устанавливается с помощью Racemenu

 

извини,я в этой таблице ничего не понимаю,я не профи((

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25 minutes ago, Cristel Carrisi said:

кто знает подскажите где нужно исправить?

 

this is offtopic and please, why cant you just use google translate like all other people?

 

your problems do not belong here since they are not related to Naked Defeat. Make a support thread or go to Zap Animation Pack support thread (afaik it adds the whip decals)

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Are followers included in current versions?

Always annoyed watching the PC getting abused while the super hot barely legal scantily clad gravity defying follower just crawls around and gets in the way of the scene!

Really wish (for option) male PCs could be ignored while the waifu gets attacked- always felt this would be a good humiliation, good role play, better than reloading. But sometimes I feel I am the only skyrim player that sometimes plays male!

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2 hours ago, Sydney said:

Are followers included in current versions?

Always annoyed watching the PC getting abused while the super hot barely legal scantily clad gravity defying follower just crawls around and gets in the way of the scene!

Really wish (for option) male PCs could be ignored while the waifu gets attacked- always felt this would be a good humiliation, good role play, better than reloading. But sometimes I feel I am the only skyrim player that sometimes plays male!

 

one of your followers should be raped too. all should at least be bound with idles.

NPC suck. Like hard. Working with them is like trying to catch fish with your bare hands. 
I will try to improve the implementation, but dont expect too much. your scenario is very special and basically outside of the scope of this mod, while technically not impossible to implement (basically only needs a toggle to not start sex with PC. I ll see. 

 

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  • 2 weeks later...
36 minutes ago, axone_zero said:

Hello!

 

Is it possible to add a free VR camera like in a sex lab? Or at least add a patch to reduce jitter during whipping?

 

would be very grateful

 

I dont understand. 

Sexlab has no camera?! 
Jitter during whipping?

 

For camera I suggest using the mods "Better Free Camera" (its gold!) and "Customizeable Camera" 
Try to set a hotkey for "free camera" outside of sexlab too (Mod: "Toggle options" has free camera, disable hud, godmode and other usefull hotkeys and stuff)



For Jitter: I dont know what you mean, but it can be that effects like that are triggered by combat mods you have installed that have "onhit" effects active. 

 

Edited by Nymra
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3 hours ago, Nymra said:

 

I dont understand. 

Sexlab has no camera?! 
Jitter during whipping?

 

For camera I suggest using the mods "Better Free Camera" (its gold!) and "Customizeable Camera" 
Try to set a hotkey for "free camera" outside of sexlab too (Mod: "Toggle options" has free camera, disable hud, godmode and other usefull hotkeys and stuff)



For Jitter: I dont know what you mean, but it can be that effects like that are triggered by combat mods you have installed that have "onhit" effects active. 

 

 

The VR Sex Lab Is
several camera modes - rigidly fixed on the head (by default) and free, allowing you to fly around the scene.

accordingly, in naked defeat in scenes of rape, the free camera works, but in scenes of spanking, there is no, there is only a rigidly fixed one. Apparently because these scenes do not use a sex lab.

 

and the best free camera is only for the le version

 

about shaking - this is probably because the vrik is trying to take an accessible pose, taking into account the limitations of the vr helmet and bondage furniture. A free camera would probably cure this problem.

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3 hours ago, axone_zero said:

 

The VR Sex Lab Is
several camera modes - rigidly fixed on the head (by default) and free, allowing you to fly around the scene.

accordingly, in naked defeat in scenes of rape, the free camera works, but in scenes of spanking, there is no, there is only a rigidly fixed one. Apparently because these scenes do not use a sex lab.

 

the spanking happens while in ZAP furniture. ZAP furniture have the problem that the camera gets stuck inside the furniture (yes....)

use my "ZAP No Collision Furniture" mod with Naked Defeat and try if this solves the camera problem for you.
 

3 hours ago, axone_zero said:

and the best free camera is only for the le version

 

you on SE? :) because this is the LE thread. but well, or VR skyrim. I have zero experience with that one sadly. 

 

3 hours ago, axone_zero said:

about shaking - this is probably because the vrik is trying to take an accessible pose, taking into account the limitations of the vr helmet and bondage furniture. A free camera would probably cure this problem.

 

see above, could be related to the furniture "arresting" the camera, too. 
Sadly, skyrim camera is a very bad thing in general. it breaks more often than anything else in the game :(

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8 hours ago, axone_zero said:

 

Another question - what is used to render whipping scenes? I understand this is not SexLab?

 

no. it comes from Zap Framework. 
It is also not animated, it uses an AI package based scene to make the whipper "attack" the victim, hence it uses the same animations as attacking.

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27 minutes ago, 2generic said:

I'm still having that weird issue where my character gets finicky about transitions. For example, during surrender, she'll do a surrender pose, then morph into a temporary restraint (tied flailing on the ground for example), then change back into the surrender pose, then change back to the temporary restraint. Anyone else have this?

Yes, unfortunately that happens to my char as well - but not constantly. Sometimes everything runs smoothly, at other times she keeps moving from one animation to another.

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7 hours ago, 2generic said:

I'm still having that weird issue where my character gets finicky about transitions. For example, during surrender, she'll do a surrender pose, then morph into a temporary restraint (tied flailing on the ground for example), then change back into the surrender pose, then change back to the temporary restraint. Anyone else have this?

 

its a known issue. 
sadly i never figured out why this happens. Via how the script works it should not happen (I mean it should work as intended just by the numbers lol)... So I guess in the end its just a papyrus thing :(

I have some ideas on how to solve this working with FNIS and replacing the standard idles for the duration of the Defeat but it is just one point on an already long list :( 

Edited by Nymra
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17 hours ago, Nymra said:

 

its a known issue. 
sadly i never figured out why this happens. Via how the script works it should not happen (I mean it should work as intended just by the numbers lol)... So I guess in the end its just a papyrus thing :(

I have some ideas on how to solve this working with FNIS and replacing the standard idles for the duration of the Defeat but it is just one point on an already long list :( 

 

I can see you've transitioned from passion and excitement to being swamped and bogged down by all the inevitable issues of your creation. It's a transition that happens to every mod dev at some point or other ? Perfecting anything is difficult. But yeah don't get too bothered by issues like this, at the end of the day the mod is already very satisfying to use. Don't make yourself to work on issues if there's something else that would be more fun to do - otherwise you'll just burn out and abandon the mod (that path is very well trod!).

That being said, what's the next thing you want to do with the mod?

Also, I had my first encounter with the fucking belt the other day ? I had no idea it existed, and wow it was awesome ?

 

Edit: Apparently I'm on the wrong thread too - I play on SE.

Edited by 2generic
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4 hours ago, 2generic said:

 

I can see you've transitioned from passion and excitement to being swamped and bogged down by all the inevitable issues of your creation. It's a transition that happens to every mod dev at some point or other ? Perfecting anything is difficult. But yeah don't get too bothered by issues like this, at the end of the day the mod is already very satisfying to use. Don't make yourself to work on issues if there's something else that would be more fun to do - otherwise you'll just burn out and abandon the mod (that path is very well trod!).

 

yeah, I noticed ?

On the upside: I know Naked Defeat will not be dropped because it keeps me playing and modding Skyrim (like Naked Dungeons did before). So as long as I post in this board I will continue working on the mod.

In part also reallife got in the way and I think my mode of operations, where I sometimes just switch to something completly different (I have too many projects, lol).

But thx for the kind words and they are very true indeed.

 

4 hours ago, 2generic said:

That being said, what's the next thing you want to do with the mod?

 

Polishing was one goal, improving transitions, compatibility, how the mod reacts to interruptions and ofc how it handles followers.

After that I wanted to improve the options in the mod based on feedback, some quality of life adjustments (hotkey stuff).

 

For new features I wanted to improve the scan of actors and change the defeat scenario based on them, including several scenarios for human captors.

For example a scenario where they put a yoke on you instead of wrist binds and then all sex scenes, idles and furnitures afterwards will use that yoke too. 

Same with armbinders and possibly for example furnitures like yoke (you get tied to furniture first and then fucked). 

 

I also want to integrate the furnitures used into Naked Defeat and possibly even create new ones, removing ZAP dependency in the future maybe.

This way I want to have some creature specific furnitures, for example trees for spriggans, webs for spiders etc. 

 

basically improve functionality, immersion and also variability

 

4 hours ago, 2generic said:

Also, I had my first encounter with the fucking belt the other day ? I had no idea it existed, and wow it was awesome ?

Edit: Apparently I'm on the wrong thread too - I play on SE.

 

yeah, haha. I am thinking of more stuff like that to make the furniture game more "fun".

Like a collar that chokes you, and ofc obvious stuff like piercings etc. 

Sadly, I have no further working ideas for punishment other than replacing the electro shocks with choking sounds. 
I want to try a freeze/frost punishment but the overlays I tried sucked :D

 

and this is only like 30% of my plans so I better stop at his point hehe

Edited by Nymra
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Hi Nymra,

 

Love the ideas on where your mod is going.

 

I just had a suggestion... I like the inclusion of the fuck belts event. (trying to suppress evil grin)

 

What about a breast bind event? Maybe with other effects?

I'm thinking the breast ropes extreme from Zaz... I know Milk Addict uses them/makes them craftable.

 

This event could be separate from the belt, added if the db spends too much time stuck in the furniture? 

 

Just a thought...?

 

In any event, thanks for all of your work on this mod. Much appreciated.

 

 

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20 hours ago, 2generic said:

Holy smokes that's a lot of stuffs ?Also, I'm the same way with the mode switching. I have two novellas and a nonfiction work all halfway done ?

 

ah, nice. you are writing too? :)
I am writing fantasy and sci fi, often with heavy BDSM elements... sigh :P

also ofc writing my own rules for pen&paper roleplay and warhammer 40k. I will die poor...

 

 

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1 hour ago, Marauderrr said:

Hi Nymra,

 

Love the ideas on where your mod is going.

 

I just had a suggestion... I like the inclusion of the fuck belts event. (trying to suppress evil grin)

 

What about a breast bind event? Maybe with other effects?

I'm thinking the breast ropes extreme from Zaz... I know Milk Addict uses them/makes them craftable.

 

This event could be separate from the belt, added if the db spends too much time stuck in the furniture? 

 

Just a thought...?

 

In any event, thanks for all of your work on this mod. Much appreciated.

 

 

 

good idea, thx. 
i will have a look at the item and see how well it can fit.

I think it has bodyslide, so it should be compatible with most stuff... hmm

 

but yeah, should technically be compatible with most furnitures that I can think off atm.

 

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