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Posted

Question/suggestion?

Can this work, or any plans, for followers only?

I'm using Mark of Arkay respawn mod, so I'm looking for different scenarios that happen interim player resurrection and rescue.

Something like: 

A) Follower(s) is/are captured in same location. They remained there for a short period of time.

B) Follower is escorted and sent to Slavery auction house. You can buy them back for a ( customizable) price.

C) Followers are sold to another faction. They are sent to high level dungeon zone, mind broken and turned into slaves. When you rescue them, they are added as player slaves ( from PAHE/Diary of Mine)

Posted (edited)
28 minutes ago, Kanerah said:

Question/suggestion?

Can this work, or any plans, for followers only?

I'm using Mark of Arkay respawn mod, so I'm looking for different scenarios that happen interim player resurrection and rescue.

Something like: 

A) Follower(s) is/are captured in same location. They remained there for a short period of time.

B) Follower is escorted and sent to Slavery auction house. You can buy them back for a ( customizable) price.

C) Followers are sold to another faction. They are sent to high level dungeon zone, mind broken and turned into slaves. When you rescue them, they are added as player slaves ( from PAHE/Diary of Mine)

 

yeah, I have this on my to do list, but its low priority. I want to integrate the followers into Naked Defeat better first. 
Also I wont hook into other mods for this. 

Naked Defeat has its own "die -> afterlife -> resurrected in wilderness" cycle already. Followers just go with you at the moment (they are usually also killed). 
Same for Slavery. 

But I want a scenario where your followers are basically "stolen" or taken elswehere and chained up in a dungeon for you to resuce.

If there is a mod that does take over your followers and puts there for rescue somewhere and has an API I would try to soft hook into that as a Naked Defeat Outcome. 

Follower handling in more complex way is a big project, but also big enough to not just do it on the side at the moment. But I m laying the foundation bit by bit. 


 

Edited by Nymra
Posted
On 3/30/2025 at 2:04 PM, leakim said:

Hey!

 

I think there is an issue with public indencency and dirtiness. Even if I set the dirtiness weight to 0, I still get exposure for being dirty.

 

In truth, I'd actually like to use dirtiness indencency, but the hardcoded value (30) to add exposure is simply too low for my game play and I need it to be higher. Unfortunately I cannot even disable the feature.

 

I looked at the code, and it seems fairly obvious the culprit is right here:

 


;DIRTY
if GetDirtiness() > 30  ; <-- Would be super cool if this was configurable
;only start checking at higheer values
	if (Utility.RandomFloat(0.0, ExposureChance) < GetDirtiness())  ; <-- In all the other checks, this uses the X_Weight property - as it is here, you cannot disable public exposure for dirtiness
	PublicExposure +=1
	;Debug.Trace("NAKED DEFEAT CIVIL RAPE (PC is dirty)"+DirtinessValue)
	
			tempInfomessageDirty = "Dirty"
	endif
endif

 

 

In the 5.2 version this is removed. Dirtiness is now directly calculated from 0% upwards. 
I will add a "Treshold" slider later maybe in the nadeConfi.json but 0% will be the default.

 

Posted
8 minutes ago, ruggsy9 said:

 

yeah... there are errors that I dont get, even when Naked Defeats MCM did not show up for me those errors did not occur..

 

Quote

[04/04/2025 - 08:41:25AM] Error: Unable to bind script sexslfinddancers to SexSlFindDancers (1A00AA02) because their base types do not match
[04/04/2025 - 08:41:25AM] Error: Unable to bind script sslExtraVoicesAlias to SexLabExtraVoices (1C00189E) because their base types do not match
[04/04/2025 - 08:41:25AM] Cannot open store for class "MCM_ConfigBase", missing file?
[04/04/2025 - 08:41:25AM] Error: Unable to link "MCM_ConfigBase" - the parent of "SCM_MCM".
[04/04/2025 - 08:41:25AM] Error: Unable to bind script SCM_MCM to SCM_MCM (FE00DD62) because their base types do not match
[04/04/2025 - 08:41:25AM] Cannot open store for class "dragonX18", missing file?
[04/04/2025 - 08:41:25AM] Cannot open store for class "BloodthirstVampireFeedTracker", missing file?
[04/04/2025 - 08:41:25AM] Cannot open store for class "PF_BloodthirstFeeding_030034FD", missing file?
[04/04/2025 - 08:41:25AM] Error: Unable to bind script PF_BloodthirstFeeding_030034FD to  (310034FD) because their base types do not match
[04/04/2025 - 08:41:26AM] Error: Unable to link types associated with function "ShowWheelMenuAction" in state "" on object "nade_configquest_scr".
[04/04/2025 - 08:41:26AM] Error: Unable to link types associated with function "KeyWheelMenuTEST" in state "" on object "nade_configquest_scr".
[04/04/2025 - 08:41:26AM] Error: Unable to link types associated with function "ShowWheelMenuProstitution" in state "" on object "nade_configquest_scr".
[04/04/2025 - 08:41:26AM] Error: Unable to link types associated with function "ShowWheelMenuDebug" in state "" on object "nade_configquest_scr".
[04/04/2025 - 08:41:26AM] Error: Unable to link type of variable "::cfgqst_var" on object "nade_robbedquest_qf_scr"
[04/04/2025 - 08:41:26AM] Error: Unable to link type of property "cfgqst" on object "nade_robbedquest_qf_scr"
[04/04/2025 - 08:41:26AM] Error: Unable to link type of variable "::cfgqst_var" on object "nade_errandquest_scr"
[04/04/2025 - 08:41:26AM] Error: Unable to link type of property "cfgqst" on object "nade_errandquest_scr"


Something is rejecting the ESP is my theory. 
And other mods in your LO seem to have the same problem.

Things you can do:
- check how the mods behave that also appear with similar errors (Unable link) while the outcome can be different (minor issues).
- google this errors or find guidance from ppl who are on a similar environment. 
- are you using MO2? Make sure the Form 43 warning goes away, I feel that this issue could be connected to form 43.
- if using a different Mod Organizer, switch to MO2 (its the only one that I think is worth using at all) or make dead sure that your mod organizer does not reject Form 43 and does not only "warn".
- open Naked Defeat ESP in Creation Kit and save it, should convert Form to 44. Cant do this for you, I just dont have the time at the moment to mess with that.
--> find somebody who can assist with this 

I think all other approaches are not working here and I have no idea currently what to do from my side. If I can do something in the scripts that you come up with from third party, I ll happily assist.  
 

Posted
3 hours ago, Nymra said:

 

In the 5.2 version this is removed. Dirtiness is now directly calculated from 0% upwards. 
I will add a "Treshold" slider later maybe in the nadeConfi.json but 0% will be the default.

 

 

You're certainly fast at work. :)

 

But I think you misunderstood what I was trying to say ^^

 

With these changes, the problem I have is even bigger :D

 

My intent was to be able to do one of the following:

  • Have a higher, not lower base value, such that you that you need to have a higher degree or dirtiness before the exposure triggers.
    • The hardcoded condition `if GetDirtiness() > 30` would not allow for this. Now that it is `if GetDirtiness() > 0`, I have an even bigger problem.
    • Obviously, your suggestion of making this configurable would address this.
  • Disabling the feature.
    • The condition `if (Utility.RandomFloat(0.0, ExposureChance) < GetDirtiness())` is obviously nice, since it scales the chance that you get exposure with how dirty you are, but it also effectively shuts down any possibility of disabling the feature.
    • The other checks you have, like for running `elseif PlayerRef.IsRunning() && (Utility.RandomFloat(0.0, ExposureChance) < Running_Weight)`, uses the individually configured "Running_Weight", allowing you to disable getting exposure for this action.

 

That being said, there is no rush. After a bit of a struggle (and some hackery with dnSpy to disable some compilation checks for the papyrus compiler) I managed to compile your `nade_configquest_scr.psc` in the Creation Kit with the changes I require without needing any of the script's referenced dependencies.

 

Posted

 

On 5/30/2021 at 6:31 PM, Nymra said:

- Mod Organizer 2 HIGHLY recommended. Everything else is crap IMO

The most advanced Mod Manager is Game Specific, typically a Mod Manager Started when that game is new & actively developed when the modding community is most active.

For Oblivion it's Wrye Bash

For Skyrim it's Mod Organizer (My Bias I was 80% of MO support team 2013-16

For Skyrim SE/AE it's Mod Organizer 2 (My Bias GOG release due to boycotting after release "In-Game Cash Shops".

For Dragon Age Origins it's the DAOMM (DA2 is same but needs manual path changes for Self packaged mods which is a modular system)

For All EA Frostbite games it's the Frosty Mod Tools, because despite EA attempts to make modding "Impossible", the Bioware modding community proved them wrong.

 

the worst of all & I include MO2 in this is the "Jack Of All Games, Master Of One" that many try to go down.

Fact is the each Manager is made for one engine, it can be well suited to later games on the engine if kept up to date.

 

MO2 is great for BGS games after Skyrim, but it's not as good with the earlier games, neither was MO.

Outside BGS it's basic games & to do them justice with the limited tools, takes as much, or more work than it does making a manager for that engine/game combo.

 

My approach is more user control in my hands, which manager provides that for me changes with each game.

 

Nice mod by the way, not really about your mod, so much as to push back on the "Everthing else is crap" part, from an original MO fangirl (Still am for 32-bit).

Posted
4 hours ago, Nymra said:

 

yeah... there are errors that I dont get, even when Naked Defeats MCM did not show up for me those errors did not occur..

 


Something is rejecting the ESP is my theory. 
And other mods in your LO seem to have the same problem.

Things you can do:
- check how the mods behave that also appear with similar errors (Unable link) while the outcome can be different (minor issues).
- google this errors or find guidance from ppl who are on a similar environment. 
- are you using MO2? Make sure the Form 43 warning goes away, I feel that this issue could be connected to form 43.
- if using a different Mod Organizer, switch to MO2 (its the only one that I think is worth using at all) or make dead sure that your mod organizer does not reject Form 43 and does not only "warn".
- open Naked Defeat ESP in Creation Kit and save it, should convert Form to 44. Cant do this for you, I just dont have the time at the moment to mess with that.
--> find somebody who can assist with this 

I think all other approaches are not working here and I have no idea currently what to do from my side. If I can do something in the scripts that you come up with from third party, I ll happily assist.  
 

Form 43 works fine in 1179 I've an 1179 (GoG) install, there is really very few mods (even skse mods) that work for 1170 but not for 1179 (one of them sadly being Racemenu, which is why I'm still stuck with the steam version, Racemenu for 1179 is coming soon since 22nd Nov. 2024 ... close to soon(tm) by now I guess.) The backport (actually more like a forwardport) @ruggsy9 mentioned has been a road to hell for me, can't tell you if it would've caused problems with Nade as in my (large) modlist it simply crashed the game upon opening Racemenu (i.e. with Alternate start, right after load), reliably. Apparently it works for some, even many, so there might be a few other mods it does not like which is the root of the problem (and the reason why I gave up on 1179 for now and are still stuck with the steam version.)
One thing worth trying is start the game without racemenu or at least without it's dll (yes that's obviously not a solution, but it should tell us if that racemenu dll is the root cause).
 

Posted (edited)
4 hours ago, Nymra said:

if using a different Mod Organizer, switch to MO2

I tried ... too much work, MO2 is totally unusable if you have a mod DL folder with 30+k mods in it. Vortex uses a DB for the downloads (which comes with its own set of problems), but that allows it to handle DL folders with many files gracefully. MO2, well if you like waiting literally minutes for every operation where MO2 touches your mod DL folder, you are golden, otherwise you would've to somehow reorganize said folder first ... like hell.
So no, MO2 is not the divines answer to modders prayers.

Edited by Talesien
Posted
1 hour ago, leakim said:

 

You're certainly fast at work. :)

 

But I think you misunderstood what I was trying to say ^^

 

With these changes, the problem I have is even bigger :D

 

My intent was to be able to do one of the following:

  • Have a higher, not lower base value, such that you that you need to have a higher degree or dirtiness before the exposure triggers.
    • The hardcoded condition `if GetDirtiness() > 30` would not allow for this. Now that it is `if GetDirtiness() > 0`, I have an even bigger problem.
    • Obviously, your suggestion of making this configurable would address this.
  • Disabling the feature.
    • The condition `if (Utility.RandomFloat(0.0, ExposureChance) < GetDirtiness())` is obviously nice, since it scales the chance that you get exposure with how dirty you are, but it also effectively shuts down any possibility of disabling the feature.
    • The other checks you have, like for running `elseif PlayerRef.IsRunning() && (Utility.RandomFloat(0.0, ExposureChance) < Running_Weight)`, uses the individually configured "Running_Weight", allowing you to disable getting exposure for this action.

 

That being said, there is no rush. After a bit of a struggle (and some hackery with dnSpy to disable some compilation checks for the papyrus compiler) I managed to compile your `nade_configquest_scr.psc` in the Creation Kit with the changes I require without needing any of the script's referenced dependencies.

 

 

ahhh, ok then I got you just the wrong way around.
I remember why I implemented the 30% treshhold, because Bathing in Skyrim had a Treshold when the dirtiness begins to "count" or the textures to apply.

But long story short: next version (I upload a Snapshot soon I guess) will add a custom value for that in external json.

I ll adress the other thing too. Thanks for pointing that out. 

 

Posted
1 hour ago, theprof90 said:

Are you considering the possibility to include devious devices that remain equipped on the player after the escape? Would love that

 

One of the reasons for me Switching to AE was that. Finally working with the latest version of DD and other mods.

I dropped DDequip and will work directly with DD framework now. 

TLDR:
yes and even more 

Posted
33 minutes ago, Uhuru N&#x27;Uru said:

 

The most advanced Mod Manager is Game Specific, typically a Mod Manager Started when that game is new & actively developed when the modding community is most active.

For Oblivion it's Wrye Bash

For Skyrim it's Mod Organizer (My Bias I was 80% of MO support team 2013-16

For Skyrim SE/AE it's Mod Organizer 2 (My Bias GOG release due to boycotting after release "In-Game Cash Shops".

For Dragon Age Origins it's the DAOMM (DA2 is same but needs manual path changes for Self packaged mods which is a modular system)

For All EA Frostbite games it's the Frosty Mod Tools, because despite EA attempts to make modding "Impossible", the Bioware modding community proved them wrong.

 

the worst of all & I include MO2 in this is the "Jack Of All Games, Master Of One" that many try to go down.

Fact is the each Manager is made for one engine, it can be well suited to later games on the engine if kept up to date.

 

MO2 is great for BGS games after Skyrim, but it's not as good with the earlier games, neither was MO.

Outside BGS it's basic games & to do them justice with the limited tools, takes as much, or more work than it does making a manager for that engine/game combo.

 

My approach is more user control in my hands, which manager provides that for me changes with each game.

 

Nice mod by the way, not really about your mod, so much as to push back on the "Everthing else is crap" part, from an original MO fangirl (Still am for 32-bit).

 

Truth. 
I also use different tools for different games, even when I could go with MO2. I want it to be Skyrim exclusive.

My remark is based on Skyrim alone, where all other "usualy" organizers seem to have problems in one way or another, or, from my perspective, add more sources of failure into an already very sensitive environment. I had reports that straight out resolved themselves when switching from Vortex to MO2 etc.

 

That is why I just point that out. I m chaotic, I m messy, I have ADHD but Mod Organizer 2 never failed me, which I see as a big quality in itself. 

Posted (edited)
29 minutes ago, Talesien said:

I tried ... too much work, MO2 is totally unusable if you have a mod DL folder with 30+k mods in it. Vortex uses a DB for the downloads (which comes with its own set of problems), but that allows it to handle DL folders with many files gracefully. MO2, well if you like waiting literally minutes for every operation where MO2 touches your mod DL folder, you are golden, otherwise you would've to somehow reorganize said folder first ... like hell.
So no, MO2 is not the divines answer to modders prayers.

 

coming from teaching adults how to use technical tools, I think MO2 is the best for beginners and average to semprofessional mod users. 
If you know your way around things and have high technical demand, everything is completely different and very special questions and demands need to be adressed. 

A divine answer does not exist, I know. 
I still read to this day many modders preaching DONT USE ANY MOD ORGANIZER but well, for a professional this might be the perfect individual solution, but for mod users... especially starts... oh boy (I m speaking with experience, haha. My first attempts back in 2015 looked.... "interesting". (the ways meshes and physics can bug out with such apporaches are quite comical :D) 
Apart from the fact that I learned more about software and math than in 13 years of school and 5 years of studies ^^
 

Edited by Nymra
Posted
52 minutes ago, Nymra said:

I still read to this day many modders preaching DONT USE ANY MOD ORGANIZER but well, for a professional this might be the perfect individual solution, but for mod users... especially starts... oh boy (I m speaking with experience, haha. My first attempts back in 2015 looked.... "interesting". (the ways meshes and physics can bug out with such apporaches are quite comical :D) 

Must be LE users. ;)
Seriously, very, very few people still hold that view nowadays on SE. Back in the day, on LE when you were limited by the 255 esp slots and bashing esp's together was the only way to go beyond, yes that might have worked. With 1k+ mods (which is nothing outstanding in modern Skyrim), only people with no life and no desire to ever update their mods would even consider forgoing the use of a mod manager.

Or perhaps I'm just not frequenting the right message boards. ^^

Posted

Hello! Since the 5.0 update I've been getting the (#ERROR no aggresor found) everytime my character enters bleedout. I've tried enabling all the possible aggresors and checked that my installed animations are working correctly. So I have no idea what the reason could be.Papyrus.0.log

Posted (edited)
43 minutes ago, hu7rx said:

Hello! Since the 5.0 update I've been getting the (#ERROR no aggresor found) everytime my character enters bleedout. I've tried enabling all the possible aggresors and checked that my installed animations are working correctly. So I have no idea what the reason could be.Papyrus.0.log

 

the script is only errors, never seen this before. I dont even get my Debug Outputs.

 

My suggestion:

 

make sure you have the latest version. remove ALL other patches, fixes and stuff and install 5.2 

 

2

you can also try disabling and reenabling the mod.

Get defeated. Search in the logs "##Start" - if you cant find it, its all still broken.

 

3

if this does not work, try reinstall on a clean save.
Uninstall Naked Defeat (meaning remove it from the save. On SE this can risk a corrupted save so make a backup of ALL saves and ideally your profile)

Load Game, Save game.

Clean the script with ReSaver

Load Game, Save Game, Exit

Reinstall Naked Defeat.

 

4

Or just start a new game with 5.2 

 

 

Edited by Nymra
Posted
8 hours ago, Nymra said:

 

yeah, I have this on my to do list, but its low priority. I want to integrate the followers into Naked Defeat better first. 
Also I wont hook into other mods for this. 

Naked Defeat has its own "die -> afterlife -> resurrected in wilderness" cycle already. Followers just go with you at the moment (they are usually also killed). 
Same for Slavery. 

But I want a scenario where your followers are basically "stolen" or taken elswehere and chained up in a dungeon for you to resuce.

If there is a mod that does take over your followers and puts there for rescue somewhere and has an API I would try to soft hook into that as a Naked Defeat Outcome. 

Follower handling in more complex way is a big project, but also big enough to not just do it on the side at the moment. But I m laying the foundation bit by bit. 


 

 

There is Follower Slavery Mod - might see if you can hook into that.

 

Posted
5 hours ago, Talesien said:

Form 43 works fine in 1179 I've an 1179 (GoG) install, there is really very few mods (even skse mods) that work for 1170 but not for 1179 (one of them sadly being Racemenu, which is why I'm still stuck with the steam version, Racemenu for 1179 is coming soon since 22nd Nov. 2024 ... close to soon(tm) by now I guess.) The backport (actually more like a forwardport) @ruggsy9 mentioned has been a road to hell for me, can't tell you if it would've caused problems with Nade as in my (large) modlist it simply crashed the game upon opening Racemenu (i.e. with Alternate start, right after load), reliably. Apparently it works for some, even many, so there might be a few other mods it does not like which is the root of the problem (and the reason why I gave up on 1179 for now and are still stuck with the steam version.)
One thing worth trying is start the game without racemenu or at least without it's dll (yes that's obviously not a solution, but it should tell us if that racemenu dll is the root cause).
 

Sadly an updated racemenu is NOT coming, anytime soon. there is only a .dll update that other users made that semi works for gog. Which is what I had to use because racemenu is a master file for many mods.  But it works..  barely. 

I use Vortex, MO2 was nightmare for FO4. In my opinion People who dislike Vortex hate Nexus.  " It reminds me of the age old fight.. Coke or Pepsi which is better..?

But since racemenu is not a master for Defeat, thus should not cause issues.

Posted
11 minutes ago, ruggsy9 said:

Sadly an updated racemenu is NOT coming, anytime soon. there is only a .dll update that other users made that semi works for gog. Which is what I had to use because racemenu is a master file for many mods.  But it works..  barely. 

 

just curious.... why GOG not steam? whats the benefit that could possibly outweigh not having racemenu?
 

 

11 minutes ago, ruggsy9 said:

I use Vortex, MO2 was nightmare for FO4. In my opinion People who dislike Vortex hate Nexus.  " It reminds me of the age old fight.. Coke or Pepsi which is better..?

 

Coke. Period :D

 

Posted

now, it hit me to look at FNIS consistence check has this error: Duplicate AnimEvent nade_IdlesDefeatUnbound_01 for character, mods NakedDefeat and NakedDefeat
Duplicate AnimEvent nade_IdlesDefeatUnbound_02 for character, mods NakedDefeat and NakedDefeat
 2 possible consistence issues

Does any other mod incorporate or use Defeat in it? 

Posted
10 minutes ago, Nymra said:

just curious.... why GOG not steam? whats the benefit that could possibly outweigh not having racemenu?

Self answering? I don't dislike Valve, they do a lot of good things for gamers, but I like the 'mission' GoG wrote on his banners.
Also, the Steam version got DRM on it, like all Steam games, while the GoG version does not. Worse Steam has a tendency to update games without you wanting, even if you tell it not to (that settings got reset at least twice for me in the past 3-4 years, after updating Steam).

With GoG you can DL the files and install offline. As long as you have a system the game can run on, you can install it. Nothing like that is guaranteed with Steam. (Although I trust steam to make reasonable efforts, at least with larger titles, for smaller games? Not likely.)

Finally, Steam has a quasi monopoly already, buying from a competitor can only be a good thing.

That aside until .640/659 there was a working racemenu for the GoG version. The author just never got around to recompile it for 1179, despite promising basically since that version came out. That would not be that bad if the code were made open source, but it isn't (AFAIK) hence the jury rigged user made dll's for 1179 that is ... troublesome. In fact Racemenu is the only mod that keeps me from using my full GoG AE (i.e. creation club content included) rather than my "upgraded" SE from Steam, pretty frustrating. That mod is such a crucial thing.

From his Patreon:

Spoiler
RaceMenu 1.6.1170 is here
 

Feb 1, 2024

 
New version is out on Nexus. Still pending GOG edition. Hope to have it out soon when I have the time...

Feb 1st 2024 ... well over a year now, and it's not like he is completely inactive, he did several updates for LooksMenu(FO4) and CharGenMenu(Starfield) plus at least one for Racemenu, just a GoG version is not forthcomming. Well, it's his free time and he can spend it as he likes of course, still it's frustrating, perhaps I should ask Ersh how much for a ORM (OpenRaceMenu). ^^

Posted
6 minutes ago, ruggsy9 said:

now, it hit me to look at FNIS consistence check has this error: Duplicate AnimEvent nade_IdlesDefeatUnbound_01 for character, mods NakedDefeat and NakedDefeat
Duplicate AnimEvent nade_IdlesDefeatUnbound_02 for character, mods NakedDefeat and NakedDefeat
 2 possible consistence issues

Does any other mod incorporate or use Defeat in it? 

Those are harmless, but if you want my advice, ditch Fnis, it is fairly outdated by now. Unless you've a very specific reason not to, I recommend using Pandora. It won't solve your NADE Problem (probably), but it will improve your life, if only by saving you time and hassle.

Posted
3 hours ago, Nymra said:

 

just curious.... why GOG not steam? whats the benefit that could possibly outweigh not having racemenu?
 

 

 

Coke. Period :D

 

money, $2.99 on GOG, $35.00 on steam. 

I have racemenu... I just had to change the .dll

 

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