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Posted
6 hours ago, Nymra said:

 

how did you exactly "verify" this? 

I mean I would really be glad to see a point where I can change scripts to improve this.

 

But simple as that: Nade runs smooth and fast for me and for many others, so it cannot simply be naked defeats on scripts/structure. 

 

 

I cannot work with suspicions :( I need reproduceable situations where you can clearly point me to something that can actually be tested reliably.

-> situations is reliably slow (any time you load the situation)

-> changing property X or Script Y speeds the situation up reliably.

 

anything else is just random. 

 

 

pressing "esc" or "console" is just giving papyrus engine room to breath. 

 

Verified it the old fashioned way by adding debug at every line. I could see it going round the while loop and the just stopping. When it stops its not at the Utility.Wait.

 

I've attached a papyrus log. You can see it happily going round the while loop and then apparently doing nothing between logging 

[08/30/2022 - 06:53:41PM] Pre if showmessage && (ftimeCurrent > ((ftimeStart + WaitTime) - 5.0))

and

[08/30/2022 - 06:56:23PM] Pre Utility.Wait(0.5)

 

This one actually released on its own but using the Esc key it would have restarted immediately. Its not something that happens every time - I needed 8 goes to generate the log. It did stick in one of the earlier attempts as well but as that was outside of where I had the additional logging I can't provide details. I mention it only because it possibly provides additional evidence that it is not an issue with Utility.Wait.

 

Papyrus.0.log

Posted

I've attached a 2nd log because I wanted to show evidence that my "suspicions" that it is the config quest that causes the issue is correct. I change the loop in RealWaiting so that we use a variable for cfgqst.ModEnabled rather than accessing it directly in the while statement as this allows us to have log statements around it. The code is now as follows:

 

 

    bool enabled = cfgqst.ModEnabled
    
    while enabled && (ftimeCurrent < (ftimeStart + WaitTime))
    
        if log
            DebugTrace("ftimeCurrent = "+ftimeCurrent + " ftimeStart + WaitTime = " + (ftimeStart + WaitTime))
        endif
        
        log = !log

DebugTrace("Pre Utility.Wait(0.5)")
        Utility.Wait(0.5)
DebugTrace("ftimeCurrent = Utility.GetCurrentRealTime()")        
        ftimeCurrent = Utility.GetCurrentRealTime()
DebugTrace("Pre if showmessage && (ftimeCurrent > ((ftimeStart + WaitTime) - 5.0))")        

        if showmessage && (ftimeCurrent > ((ftimeStart + WaitTime) - 5.0))
            showmessage = false        
DebugTrace("ScreenMessage(You have 5 seconds left.)")
            ScreenMessage("You have 5 seconds left.")
        endif
    
DebugTrace("enabled = cfgqst.ModEnabled")        
        enabled = cfgqst.ModEnabled
DebugTrace("End of loop")        
        
    endwhile

 

This time the gap is here in the log - I released it using the console,

[08/30/2022 - 08:21:13PM] enabled = cfgqst.ModEnabled
[08/30/2022 - 08:21:51PM] End of loop

 

How can you improve this. Well the easiest thing would be to access cfgqst.ModEnabled once before the loop - similarly you can access cfgqst.FindSpotTime once rather than 3 times in FindGoodSpot. Simple changes like that should reduce how many times you access the config quest which in theory will reduce the chance of the stall happening (assuming its based on random chance).

 

Other than that I can see 2 major differences between you mod and my own and those are:

- I have the config in a separate script from the MCM script and use getters and setters to update the values in that script. That way no scripts rely on the MCM script

- I generally don't use properties for the values accessed by other scripts. Instead I write a getter and a setter function as it feels nicer from an encapsulation point of view.

 

Whether these will fix people who have issues I don't know since it isn't clear to me why accessing a property on the config script should stall.

Papyrus.0.log

Posted

Just making sure... is there no way to turn off the magic electric make PC orgasm thing? Not being critical, just not my flavor. I'd rather wiggle to get free or have one of the setting consequences of whipping, sex, bukkake play out then magic lightning that makes the PC orgasm.

Posted
On 8/31/2022 at 4:43 AM, Plaguetard2.0 said:

Just making sure... is there no way to turn off the magic electric make PC orgasm thing? Not being critical, just not my flavor. I'd rather wiggle to get free or have one of the setting consequences of whipping, sex, bukkake play out then magic lightning that makes the PC orgasm.

 

not at the moment. 

you are not the first to request this so I will add an option for it. 
I just had no time to find a replacement for it, but I have some ideas (like just sounds from cracking rope or metal chains, depending on the furniture used) 

Posted
On 8/30/2022 at 9:02 PM, eliset said:

 

Verified it the old fashioned way by adding debug at every line. I could see it going round the while loop and the just stopping. When it stops its not at the Utility.Wait.

 

I've attached a papyrus log. You can see it happily going round the while loop and then apparently doing nothing between logging 

[08/30/2022 - 06:53:41PM] Pre if showmessage && (ftimeCurrent > ((ftimeStart + WaitTime) - 5.0))

and

[08/30/2022 - 06:56:23PM] Pre Utility.Wait(0.5)

 

This one actually released on its own but using the Esc key it would have restarted immediately. Its not something that happens every time - I needed 8 goes to generate the log. It did stick in one of the earlier attempts as well but as that was outside of where I had the additional logging I can't provide details. I mention it only because it possibly provides additional evidence that it is not an issue with Utility.Wait.

 

Papyrus.0.log 119.18 kB · 0 downloads

 

thanks a lot. 
i have a lot going on so I cannot parse this at the moment but I will come back to you with this and see.

from what I see at least its interesting and brings up some good points.

 

Another thing: did you try this test with the form 44 esp that was uploaded some pages before too? would be interesting if its faster than form 43

Posted
19 hours ago, Nymra said:

 

not at the moment. 

you are not the first to request this so I will add an option for it. 
I just had no time to find a replacement for it, but I have some ideas (like just sounds from cracking rope or metal chains, depending on the furniture used) 

I appreciate it, and obviously no rush! My personal flavor is just very realistically immersive for the most part. It's always been why I'm not a huge fan of DD also, because while some of the items I could see, other items are just extremely farfetched for my taste.

 

I love the outcomes of this mod where after they use the PC, they would keep her in the area tied up though. I miss that aspect of SL Submit a lot.

Posted

Having an issue if anyones experienced it - for some reason my follower continuously keep stripping after the first defeat. I'm using devious followers, but I don't think that would matter.

Essentially even stopping all SL animations, triggering a new non defeat sex scene, trading items, anything, the game keep stripping followers to naked with no weapons. It'll even strip them from axe in hand to fists while mid fight. 

Love this mod but gamebreaking bug really if you wanna have a follower. Can't figure out what is causing it

Posted

I tried reading through a bunch of posts to see if anyone was having the same issue, but didn't see it detailed exactly:


After a defeat event, and I see the message "It looks like they're done with you" there's a period of time before I get the "Crawl away" message, but when I do get it, it's just normal running animation and enemies immediately aggro. It feels like it doesn't matter what the timer is set to in MCM. The thing is, at one point it worked fine for me. 

 

I removed it at one point for a new save to try Yamete Kudasai, didn't like it as much, so I got rid of YK, put ND back and did a new game.  

Posted

After being defeated by bandits and the rape scene my character will not stop crawling. I went and disabled crawling in the menu and she is still moving on all fours. Any idea how to fix it or is she destined to end up a pet (not necessarily a bad thing, lol).

Posted

Humanoid creatures can rob player but they dont get those money in inventory.

Defeated by a bunch of draugrs. Robbed and was sent in SS auction. Buy myself freedom via free founds. Return to draugr marked by the quest. Kill it. Search the body - nothing. Money gone for good.

Same was with falmer before.

Doesnt test it with humans yet tho

Papyrus.0.log

Posted

I saw this early on in using ND.  I cause my own issues by having multiple script mods running at the same time.  example would be Arroused Creatures and the constant scanning it does.  When I see ND react slowly including stuck in crawl mode, I do hit the console key which seems to allow the scripts to get caught up.  After a 3-5 second console pause, I exit and wait 5-10 seconds and everything proceeds as normal.  Just my solution.  Again, I am aware that I have mods that impact the ND function.

Posted

i have an issue with enemies never becoming aggressive again. Has anyone else had this problem? everywhere i go now enemies are unaggressive and never become aggressive. it happened after a defeat scene 

Posted

hey there, the animation is not playing for me it is kinda there though. but it is kinda misplaced. is it like this or is it something that i fucked up. also the crawling time is longer then 2 seconds that i set it up but it eventually played so kinda dont matter to me. but would be nice if someone told me is it my fault or what. the mods orders in mo2. sorry for the shit example that i took. i am bad at this1093642170_TheElderScrollsVSkyrimSpecialEditionScreenshot2022_09.10-23_05_25_67.png.5ae83aa680e88943fd2766162ba64ff1.png

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Posted

Just some feedback I'm new to Skyrim SE and gave this a go, though I've played with sexmods on FA4, SkyLE & Oblivion (maybe Morrowind).  I like my defeat mods and I thought this one has a good mix of events, but I've some feedback which might help (or help me with my lack of understanding):

1. I found myself getting long delays between things happening, mainly the start up from bleed out/surrender (I've seen the posts above and there is a time difference with one or many attackers)

2. Crawl animation does not play for me (I walk), but reckon I've missed an animation pack somewhere. ZAZ8, Leito & Billy were in there as well as forced foreplay

3. For the sex animations my character is stripped, but for the bondage devices she is back to wearing armour.  I don't have combat strip engaged but either way the state she finishes sex in should carry on.

4. In the bondage scenes I try to move camera, but often my character will move off the device.  Most of the times when I escape it freezes

5. I struggled to set preferred applications, though I believe I can do this with tags.  I probably made a bad choice with some of the anim packs I loaded up.  It would be really nice if I could easily build a collection of preferred animations. Not a problem with this mod but I could not find a

Sometimes with these defet mods I would love it if they were integrated with a specific dungeon, so a teleport could be made to a 'torture' room for the whipping, and a bed area for the sex.  Then a defeat naked sneak to the chest with your gear, or more punishment!

Posted
On 9/10/2022 at 5:24 AM, Kiasiri said:

i have an issue with enemies never becoming aggressive again. Has anyone else had this problem? everywhere i go now enemies are unaggressive and never become aggressive. it happened after a defeat scene 

 

I had a similar problem and it was "caused" by the Scent of Sex mod. If you use that mod, then when making rules make sure that the setting for "stop combat during scenes" is set to never.

Posted
8 hours ago, JuliusXX said:

 

I had a similar problem and it was "caused" by the Scent of Sex mod. If you use that mod, then when making rules make sure that the setting for "stop combat during scenes" is set to never.

I dont use that mod still looking for the cause.

Posted

I have the same issue as a few others.

 

I get downed and then go into crawl mode and it takes a long time (minutes) to end, if it even does end at all.

 

I basically just have to have hit esc and then open the console every time, leave it for a few seconds and then close them to get the script to progress.

Posted (edited)

Want option to not delete working plug and steel thong after defeat.

Maybe add to them effect to surrender to any enemy and time lock. Some similiar to deviously helpless mod.

Or just leave items without any effect, it is strange when they disappiared.

Edited by crococat
Posted
On 9/11/2022 at 9:01 PM, Kiasiri said:

I dont use that mod still looking for the cause.

With this mod you can see factions of npc or pc. Maybe some defeat faction was applied and not removed. I had this issue one time.

Posted
14 hours ago, crococat said:

With this mod you can see factions of npc or pc. Maybe some defeat faction was applied and not removed. I had this issue one time.

Do you know how to remove them?

Posted

I'm really on the fence as far as getting this mod and either using it in tandem or as an alternative to Baka Defeat [purely because i adore Baka's animations] 

I don't know if it maintains the same sort of struggle as defeat in which it's controller compatible and uses some neat anims, but that's the main thing i'm concerned abt. Other than that, it looks amazing and i'm really interested in what this mod can do!

Posted

There is struggle with ND, but very different mechanic, make sure to set captivity to 100 and dd to 0.   The struggle starts after the first few scenes.   Start a new game and check it out, very different from either defeat.

Posted
On 9/19/2022 at 11:26 PM, Kiasiri said:

Do you know how to remove them?

The best is reload save as author had said before.

I use ScendOfSex to remove or add visible factions. You may use other mods or console comands.

Posted (edited)
On 5/30/2021 at 7:31 PM, Nymra said:

-  Using a From 43 ESP on SE can lead to corrupted saves WHEN uninstalling. Want to be sure? make an isolated profile (a copy) on your mod organizer and try installing/updating and uninstalling Naked Defeat before using it on an important savegame. This is harmless when you want to keep the mod. 

- in case uninstalling Naked Defeat leads to corrupted saves: just do NOT uninstall the mod and just disable it, it will be 100% off and not run any scripts anymore. Just wasted an ESP slot (sorry ^^)

 

The corrupt save game issue has nothing to do with Form 43 or Form 44. I don't know where that idea comes from, but it's one of the biggest nonsense I've ever read.

Please, correct your Main Page.

 

The corrupt save game issue in Naked Defeat is due to the way the mod handles the scripts. If we open a corrupted save game with ReSaver, remove the entire Array section, save it, and try to load that WRONG cleaned save game, Skyrim loads it with no problem. So, the problem must be related to the Garbage Collector when try clear the array section in memory, after load the normal savegame.

 

Note that deleting the entire Arrays section is a huge aberration because we lose all data stored in Arrays by all mods, and of course many mods stop working when we manually delete ALL their Arrays. That's why I say "WRONG cleaned save game" and, if you want to do a test following my steps, delete that "WRONG cleaned save game" after doing the test and DON'T use it to play.


I think the real problem is that the scripts have semi-eternal loops that only end when some Quest reaches specific Stages and, when we remove Naked Defeat and try to load the save game, the garbage collector tries to remove the scripts and their arrays BEFORE the scripts exit the semi-eternal loop. That seems to be causing the corrupt save game.
The only solution I've found is to force the scripts out of semi-eternal loops to finish their execution and this is the way to do it.

 

How to UN-Install, DE-Install or Remove Naked Defeat:
1 - Disable the ESP but NOT disable the mod. We need to start the game without the ESP but WITH the Scripts.

2 - If you have extras that require the main ESP, disable their ESP's but don't disable their mods.
3 - Open the game and load the saved game. Accept the alert about missing plugins. The SaveGame should load without any problem.

4 - Do a new manual SaveGame on a new slot and exit the game.
5 - Disable the mod and the extras in your mod manager to remove the script files and clean up your last save with ReSaver.

 

Technical details:
Since we remove the ESP but leave the Scripts, when the game loads the save game, the ACTIVE scripts ask about a Quest that does not exist, because it is defined within the missing ESP. Since the Quest does not exist, the script cannot determine the stage of the Quest and that forces the exit of the semi-eternal loop. Then, the Script Engine can sucesfully FLAG the scripts as un-attached whitout call the Garbage Collector to delete the arrays.

The BIG diference is that, when we remove the ESP and the script, the Garbage Collector must clean the memory used by the arrays because the scripts not exist inside the file structure of the game and seems to make it BEFORE the scripts end their execution. But when we remove ONLY the ESP and NOT the scripts, is only necesary FLAG the script as un-attached. In the new save game we should not have any ACTIVE Naked Defat scripts and we must have only a lot of unattached instances.

 

Additional Notes:
The corrupt savegame problem can persist. The mod is big and complex. Have a lot of scripts, quests, events and extras. Then, it is possible that this solution does not work in your game. In that situation, please, quote only this paragraph and upload your savegame to take a look.

 

Final note:
I know this problem does not happen in Legendary but the reason does not have any relation to the Form 43 or Form 44. Please, correct your Main Page.
The script engine in Special Edition is different than the Script Engine in Legendary and works in a different way. For that the scripts are more fast in Special than in Legendary and, for that, the MCM are very slow in Special. Because the script engine works in a different way.

Edited by alex77r4
Some corrections to clarify the internal process.
Posted

Giving this the good old college try and I'm immediately running into some issues:

The first of which being Defeat scenarios starting seemingly at random or very early into combat without bleedout. I do have combat stripping on but the chances are very low and i've been sent into defeat after two hits from a Skeever. Additionally I've just been walking around a town or a guild space and suddenly "You feel uneasy" and then a scenario starts up kind of unprompted? I'm not sure how to configure that, but it is very intrusive to my gameplay. ><

The other thing is minor, just that the crawling animation doesn't seem to work? I've checked FNIS and it says something about "beingadoggyhuan" is missing some animations but i'm not sure where i should recover that or if i'm missing a dependency. ;w;

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