Wolfram.. Posted November 17, 2021 Posted November 17, 2021 Regarding the tags.. I often go to the json files in the SLAnims folder ,open the json file(s) with a text editor and add the tags i need... seems to work so far.. But remember to reload the anims in animloader in game And take backup of the file you are about to edit may also be a good idea..
Jalko45 Posted November 17, 2021 Posted November 17, 2021 Hi @Nymra what hairstyle mod are you using for the Blonde in the main picture?
Nymra Posted November 17, 2021 Author Posted November 17, 2021 10 minutes ago, Jalko45 said: Hi @Nymra what hairstyle mod are you using for the Blonde in the main picture? its from here, but I dont remember the name for this particular style. https://www.nexusmods.com/skyrim/mods/98438
Jalko45 Posted November 17, 2021 Posted November 17, 2021 1 minute ago, Nymra said: its from here, but I dont remember the name for this particular style. https://www.nexusmods.com/skyrim/mods/98438 Thank you!
Nymra Posted November 17, 2021 Author Posted November 17, 2021 17 hours ago, knots1353 said: Hi @Nymra! I was having the same problem as the person above - occasionally I was getting into a situation where the character was defeated or going into the bound struggle animation between rounds, and it would simply loop forever on the bound struggle animation (actually not really struggling, but instead moving in and out of the bound position in a loop). I've tried many different approaches to fixing this including mucking with the quest states in the Mod configuration, but the only reliable fix once it gets into this state is to load an older save. So I started debugging, and learned that this happens when it's chosen an actor to rape you, tried to find animations, and found a total of zero animations matching the necessary required and suppressed tags. In my particular case, this happens sometimes when the actor is a female on a female PC, and the required tags include "Aggressive", but the suppressed tags suppress "MF". While I have several animation packs fully installed (Billy, Psyche, and Babo), it seems that none of those packs have any FF animations tagged "Aggressive" at all. Workarounds I can think of include using different custom tags, although we can't turn off the MF restriction. I've got a spoiler tag at the bottom of this post with a log of it happening showing that it found zero animations. It would be a nice bug fix if, having found zero matching animations, it turned off the MF suppressed tag and tried again, but exiting the situation more gracefully would work too. I think I messed up some conditions where the function does not find suitable animations and then the quest gets stuck in that stage. naturally setstage nade_calmquest 1000 should fix it, but its ofc not ideal. I have a look at it and implement a fix. 17 hours ago, knots1353 said: I'm also a little unclear on how the four Tags fields in the config work -- are these treated as OR entries, or AND entries -- ie, does it require all of those tags, or just one of them? I didn't really get a chance to check this one due to time constraints. If it's only needs one of them, that would be significantly more useful because I could switch some of those four "Aggressive" entries to include Rough or Bound, which would also solve the problem as there are Rough and Bound FF animations. However, if it needs all of the given tags, doing that would make the problem even more likely to happen. this must be in the description somewhere. its "OR" basically each entry can have multiple tags, so you can have 4 customizable tag scenarios.
indolu Posted November 18, 2021 Posted November 18, 2021 On 11/11/2021 at 7:54 AM, Nymra said: I dont understand. Naked Defeat has full creature support including 5P. What else has SL Defeat regarding creatures that Naked Defeat has not? Humanoid creatures in Naked Defeat btw also use furnitures (Draugr, Giants, Falmers - will get a toggle tho) and will also receive individiual suitable defeat outcomes in the future. An added suggestion for different toggles for creature vs human defeat is possible enslavement scenarios. so you could disable SD for creatures but enable for humans type thing.
Nymra Posted November 18, 2021 Author Posted November 18, 2021 42 minutes ago, indolu said: An added suggestion for different toggles for creature vs human defeat is possible enslavement scenarios. so you could disable SD for creatures but enable for humans type thing. Creatures should not become master when "Allow Creatures" is turned off. Or do you mean you want Creature Sex but no Creature SD masters? Other than that I am working on toggles for all the different creature and animal types that are allowed/disallowed for sex instead of just the general "allow/disallow all"
indolu Posted November 18, 2021 Posted November 18, 2021 17 hours ago, Nymra said: Or do you mean you want Creature Sex but no Creature SD masters Thats exactly what i mean. Its not a super big deal but to me it doesnt really track that a creature will enslave you without a specific purpose. Like take wolfs for example, they dont care, have them use you then be done, but other creatures like charus, with estrus charus will have the whole egg thing. That though is a lot more than just a general creature toggle, and while i would like it, i dont think its reasonable to ask.
evilblade Posted November 20, 2021 Posted November 20, 2021 (edited) Hi there! I have a suggestion about the Civil rape.. option. The thing is - it triggers when I'm inside my own houses and ghosts appear and start a combat with my housecarl/other NPCs inside Maybe you can make some kind of an excluded cells list or just make a hotkey to quickly enable/disable it without going into MCM every time? Edited November 20, 2021 by evilblade
Nymra Posted November 20, 2021 Author Posted November 20, 2021 (edited) 54 minutes ago, evilblade said: Hi there! I have a suggestion about the Civil rape.. option. The thing is - it triggers when I'm inside my own houses and ghosts appear and start a combat with my housecarl/other NPCs inside Maybe you can make some kind of an excluded cells list or just make a hotkey to quickly enable/disable it without going into MCM every time? I thought i excluded playerhomes, but it seems I forgot that... will add it with the next update Edited November 20, 2021 by Nymra
yeahhowaboutnooo Posted November 20, 2021 Posted November 20, 2021 Quote - some hair style mods are incomaptible (Dint....) because they used wrong naming conventions for their headparts- I am working on a compatibility fix there are naming conventions for headparts? Could you elaborate on this? Reason being, i wrote a semi-auto wig to RM-hair converter and i don't think i follow said naming conventions, considering i didn't know about naming conventions for headparts until ~2 mins ago... e.g. here are the headparts for the SSE Dint Venus RM Hair: (can't do much about the editor-id's (center column) as they *have* to match the SMP xml )
Nymra Posted November 20, 2021 Author Posted November 20, 2021 1 hour ago, evilblade said: Hi there! I have a suggestion about the Civil rape.. option. The thing is - it triggers when I'm inside my own houses and ghosts appear and start a combat with my housecarl/other NPCs inside Maybe you can make some kind of an excluded cells list or just make a hotkey to quickly enable/disable it without going into MCM every time? try this fix plz. its just replaces 1 script, installt if over version 4.20. It checks the Location for the PlayerHouse Keyword and then disables rape for the stay there. Btw the same way the mod already looks for dungeons etc. to make sure that public rape is not happening there (crypts etc.) Naked Defeat 4-20 - PublicRapePlayerHomeFix (LE+SE).7z 1
Nymra Posted November 20, 2021 Author Posted November 20, 2021 3 minutes ago, yeahhowaboutnooo said: there are naming conventions for headparts? Could you elaborate on this? Reason being, i wrote a semi-auto wig to RM-hair converter and i don't think i follow said naming conventions, considering i didn't know about naming conventions for headparts until ~2 mins ago... e.g. here are the headparts for the SSE Dint Venus RM Hair: (can't do much about the editor-id's (center column) as they *have* to match the SMP xml ) it seems when the "EditorID" does NOT match the "Name" exactly (identical) the scripts cannot find the item via a "Name String" Meaning I look for "HDTPT_F_DINT_KS_VENUS_WIGHDT_extraPart00ß" but the function will later return "none" I dont know if that is true for all the "ExtraParts" since I doubt any mod script will look for it. Basically when you go into racemenu and choose the hairstyle, the name in the lower right corner has to be identical with the EditorID or Naked Defeat will not recognize the hairstyle. It seems WetFunctionSE has some sorcery to fix that problem, but 1. I dont know how yet and 2. I dont know if it is applicable in LE So only thing I can do at this point is make ESP edits. This way I also fixed the Wetness Problem with HighPolyHead... I would also not be surprised if this issue is causing other problems out there that nobody is even aware off. Because I really only found out about this by accident.
yeahhowaboutnooo Posted November 20, 2021 Posted November 20, 2021 (edited) 15 minutes ago, Nymra said: Basically when you go into racemenu and choose the hairstyle, the name in the lower right corner has to be identical with the EditorID or Naked Defeat will not recognize the hairstyle. i think then i'm doing everything correctly (only "HDPT_F__Dint_KS_Venus_WigHDT" is selectable via RM, the extraParts are, well, extraParts:) 15 minutes ago, Nymra said: It seems WetFunctionSE has some sorcery to fix that problem, but 1. I dont know how yet and 2. I dont know if it is applicable in LE well, i just diff'd the LE vs the SE version and came to the same conclusion that you came to a year ago: Quote It is only one change in the "WetFuinjctioneffect.pex" from GetName -> GetPartName Nevertheless, maybe getpartname is buggy/non-existent in oldrim SKSE, see here: -> downloaded SKSE for oldrim just now, it seems to be missing the getpartname function, which does exist in SSE SKSE: skse64_2_00_20/Data/Scripts/Source$ grep -rn . -ie getpartname ./HeadPart.psc:30:string Function GetPartName() native ; Returns the EditorID of the HeadPart string Function GetPartName() native Edited November 20, 2021 by yeahhowaboutnooo
Nymra Posted November 20, 2021 Author Posted November 20, 2021 22 minutes ago, yeahhowaboutnooo said: i think then i'm doing everything correctly (only "HDPT_F__Dint_KS_Venus_WigHDT" is selectable via RM, the extraParts are, well, extraParts:) well, i just diff'd the LE vs the SE version and came to the same conclusion that you came to a year ago: Nevertheless, maybe getpartname is buggy/non-existent in oldrim SKSE, see here: -> downloaded SKSE for oldrim just now, it seems to be missing the getpartname function, which does exist in SSE SKSE: skse64_2_00_20/Data/Scripts/Source$ grep -rn . -ie getpartname ./HeadPart.psc:30:string Function GetPartName() native ; Returns the EditorID of the HeadPart string Function GetPartName() native hmmm, thx for bringing this up, I remember now. I think back then the SE Wetfunction did NOT fix the HeadWetness Problem with HighPolyHead. So my conclusion was, that "GetHeadPart" does not solve this. Sadly I only had feedback from users, I had no (and still dont have) an SE install to test myself. It seems that there was another update to WetFunctionSE regarding the high poly head specifically and now ppl say that fixed it. So thought there is some new solution. But when you say its still only "GetPartName" I am still confused, hmm.
yeahhowaboutnooo Posted November 20, 2021 Posted November 20, 2021 well, the last actual update to wet function SSE was back in april 2020: so if someone were to use an outdated SKSE version (pre 2.0.17) with that, then obviously at least headwetness would be broken. 22 minutes ago, Nymra said: But when you say its still only "GetPartName" I am still confused, hmm. well assuming getpartname actually works, it makes sense why the SSE version is working though, no? i edited my last post ~3 mins after posting, so maybe this was lost on you: 48 minutes ago, yeahhowaboutnooo said: ; Returns the EditorID of the HeadPart string Function GetPartName() native
Nymra Posted November 20, 2021 Author Posted November 20, 2021 (edited) 36 minutes ago, yeahhowaboutnooo said: well, the last actual update to wet function SSE was back in april 2020: so if someone were to use an outdated SKSE version (pre 2.0.17) with that, then obviously at least headwetness would be broken. hmm, of course, that could explain my gathered data.... 36 minutes ago, yeahhowaboutnooo said: well assuming getpartname actually works, it makes sense why the SSE version is working though, no? i edited my last post ~3 mins after posting, so maybe this was lost on you: yes, did not see that. ok, soo..... I m doomed on LE haha. But I can fix it for the SE version then. saves me creating compatibility patches for SE at least, yay. thx alot for pointing me to that EDIT: oh wait... that means also that I need to compile 2 different script versions, meaning I have to split LE and SE files.... noooooooooooooo......... Edited November 20, 2021 by Nymra
yeahhowaboutnooo Posted November 20, 2021 Posted November 20, 2021 10 minutes ago, Nymra said: oh wait... that means also that I need to compile 2 different script versions, meaning I have to split LE and SE files.... noooooooooooooo......... i've been doing runtime checks to determine wether a script is being executed by LE or SE: Bool Function isSSE() if SKSE.GetVersion() > 1 return true endif return false EndFunction and then you obviously would want to add string Function GetPartName() native to your oldrim headpart.psc file s.t. you can actually compile everything have to go now though, hope that helps.
ze_drot Posted November 20, 2021 Posted November 20, 2021 On 11/14/2021 at 7:12 PM, 2generic said: Hm, just had an issue where my character was defeated, put into a bound state (transitional), then left there indefinitely, struggling, while nothing happened. Couldn't load. Had to quit out. If I had to guess, maybe the actor who was selected to rape got stuck on geometry? I was in a cave at the time. Also, the debug key didn't do anything, and only said 'can't surrender when not in combat' Edit: The problem hasn't replicated since this, so I guess it was a one-off thing. Similar problem. Since I have the debug messages constantly on, however, I can conclude that NADE can't find suitable animations. Pre-patch it only happened to the scenarios (so I turned those off), however post-patch (4.2) it started happening with scenarios turned off as well. FINIS does return the error of Inconsistent mod (number of animations between FINIS list (93) and corresponding behavior file (97) doesn't match). Might be missing animations. Perhaps, my version is simply borked by now, since devious devices didn't seem to work right either (half of the meshes fail to load), but that's the problem I had from the get-go. Perhaps, there are some problems with tags? Whenever I tried to change those in the NADE menu, there were errors in loading animations for some reason (it wouldn't find them automatically, however they still could be manually initiated via other mods, like sexlab tools). Oldrim.
Nymra Posted November 20, 2021 Author Posted November 20, 2021 (edited) 40 minutes ago, ze_drot said: Similar problem. Since I have the debug messages constantly on, however, I can conclude that NADE can't find suitable animations. Pre-patch it only happened to the scenarios (so I turned those off), however post-patch (4.2) it started happening with scenarios turned off as well. FINIS does return the error of Inconsistent mod (number of animations between FINIS list (93) and corresponding behavior file (97) doesn't match). Might be missing animations. Perhaps, my version is simply borked by now, since devious devices didn't seem to work right either (half of the meshes fail to load), but that's the problem I had from the get-go. Perhaps, there are some problems with tags? Whenever I tried to change those in the NADE menu, there were errors in loading animations for some reason (it wouldn't find them automatically, however they still could be manually initiated via other mods, like sexlab tools). Oldrim. hmm, very confusing. Maybe it would be good to make a clean reinstall of Naked Defeat but also maybe check if your FNIS install is working correctly, same with SL Anim Loader. There are several sources for problems: 1. you toggled off animations in Sexlab (or never toggled ON) -> aggressive animations have their own menue too --> basically you can activate and deactivate anims in sexlab. and also add or remove the "aggressive" tag from them 2. you missed enabling some animations in SLAL (SL anim loader). make sure all anims you want are actually registered (you can see by "Count ANimations") 3. you have old SLAL packs or miss some of the major SLAL packs for Skyrim. Especially for scnearios Billyy is a MUST because he provides cuff and yoke anims 4. if you use FNIS on Mod Organizer, make sure you do everything correct. FNIS hates Mod Organizers because its creator was too good with PC and ignored the fact that this is not true for all of humanity --> make sure you have ONE FNIS install per Mod Organizer Profile. If you have 3 profiles, you need to install FNIS individually for each of them and run only the FNIS version that fits the profile - Profile 01 -> FNIS 01 - Profile 02 -> FNIS 02 etc. otherwise it can happen that fnis stuff overwrites itself when you switch profiles. To the other points: FNIS list warning is harmless and has nothing to do with your problem. Simply installng latest NADE version and rerunning FNIS should also solve this Check the Tutorails from the Mod Page of Naked Defeat (Conglomerates 01-04) too, it helps when installing stuff (I just recommend Mod Organizer 2 instead of whatever abomination is described there :P) EDIT: also if you have papyrus.log files you can check the tags used by naked defeat by looking for this entry: "NAKED DEFEAT: CustomTags:" "NAKED DEFEAT: Supressed Tags:" I have a system in place that scans the group composition for gender selection, so it supresses MFF if the group is composed for MMF. That is the only thing I changed for tags recently. hmm. Edited November 20, 2021 by Nymra
Nymra Posted November 20, 2021 Author Posted November 20, 2021 37 minutes ago, yeahhowaboutnooo said: i've been doing runtime checks to determine wether a script is being executed by LE or SE: Bool Function isSSE() if SKSE.GetVersion() > 1 return true endif return false EndFunction ah yes, that is already in my beta. But I wanted to use it to automatically apply the SSE and VR fixes. (camera spinning and missing HDT on chains). 37 minutes ago, yeahhowaboutnooo said: and then you obviously would want to add string Function GetPartName() native to your oldrim headpart.psc file s.t. you can actually compile everything have to go now though, hope that helps. oh wow, that is some scripting sorcery I was not aware of to this point that really sounds very helpful indeed, will try it out later. thanks!
ze_drot Posted November 21, 2021 Posted November 21, 2021 16 hours ago, Nymra said: you have old SLAL packs or miss some of the major SLAL packs for Skyrim Yup, it appears that Billyy's SLAL redux didn't have all the necessary anims. Getting the 5.0 version fixed the scenarios. Thanks!
Nymra Posted November 21, 2021 Author Posted November 21, 2021 2 hours ago, ze_drot said: Yup, it appears that Billyy's SLAL redux didn't have all the necessary anims. Getting the 5.0 version fixed the scenarios. Thanks! true. he added those later. Really need to update the Redux, but its just sooo much work to do that
PenBoozerX Posted November 23, 2021 Posted November 23, 2021 Hey, just an idea for a feature popped into my head for this. I'll just leave it here as food for thought no pressure. You have some special features for mage assaults already, heres another one: Altronachs. They last for such a small amount of time no summons usually ever get included in any assault scenarios for any mods as rounds tend to take longer than the summons stay around for, but since in this one player is forced to stay put in furniture the entire time it introduces a great chance for mages to come over and summon some enemies in to give them a show. The summon time is still low but making a new spell for them by copypasting the vanilla one and just increasing summon time shouldn't be too hard (or I think Hentai Creature summons are infinite too if u wanna use already existing ones). Necromancers could summon some creepy ghosts and skeletons instead if the above works out fine. Anyway, I've said this before but I'll say it again, love your work!
Nymra Posted November 23, 2021 Author Posted November 23, 2021 7 hours ago, PenBoozerX said: Hey, just an idea for a feature popped into my head for this. I'll just leave it here as food for thought no pressure. You have some special features for mage assaults already, heres another one: Altronachs. They last for such a small amount of time no summons usually ever get included in any assault scenarios for any mods as rounds tend to take longer than the summons stay around for, but since in this one player is forced to stay put in furniture the entire time it introduces a great chance for mages to come over and summon some enemies in to give them a show. The summon time is still low but making a new spell for them by copypasting the vanilla one and just increasing summon time shouldn't be too hard (or I think Hentai Creature summons are infinite too if u wanna use already existing ones). Necromancers could summon some creepy ghosts and skeletons instead if the above works out fine. Anyway, I've said this before but I'll say it again, love your work! I hopefully can start implementing such stuff soon. My plan is to check for the NPCs around to determine the "type" of defeat (bandits, orcs, vampires, mages etc.) and then add extra actors according to this. So if there is a mage with the rapers, the mod will play magic scenes and also spawn creatures suitable for this (atronachs, yes). Necromancers will spawn draugr, scelettons, maybe hellhounds, bandits will bring dogs and skeers and maybe their goat etc. I also want to soft integrate Demonic Creatures to spawn even more variety. This way I also hope to increase the chance of seeing some rare animations. Spells are not required for this, I dont plan on changing any NPC or messing around that way. I will just spawn the stuff as it is required. This way I can also circumvent the actors vanishing.... 1
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