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Naked Defeat AE/SE


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Posted

Won't lie was concerned for a while that this mod was no longer getting updates, good to see it still getting attention, hope everything's ok on your end Nymra.

Just a quick question it says as one of the options it links to Prison overhaul patched, would / does this function with prison alternative?

Posted
31 minutes ago, blahity said:

Really like the fast travel ritual concept. A great mishap would be spawning a creature or group of creatures that use the PC before disappearing.

Did u try the ritual yet? Hrhehehe

Posted
10 minutes ago, Rosvinar said:

Won't lie was concerned for a while that this mod was no longer getting updates, good to see it still getting attention, hope everything's ok on your end Nymra.

Just a quick question it says as one of the options it links to Prison overhaul patched, would / does this function with prison alternative?

 

Naked defeat does not mess with prison (yet)  so if prison alternazive hooks into vanilla prison it should be compatible. Please report any problems you might find!

Posted

Ok, this may well just be an error on my end. But currently it appears as though there maybe a few problems. The first being an integration via SS++ it appears that i got sent to SS++ mid game scene, as a result the audio did not stop and kept playing.

 

i also found an issue where during defeat and after i pressed K to start the following events no actors could be found, despite the fact i set the range high enough to pickup a bandit in elderscrolls 6 (this in of its self could also be the issue the range may have just been to high but i did try it on a much lower setting with the same outcome).

 

On the positive side of things though prison alternative seemed to function normally, and whilst still present and noticeable the script delay is noticeably far better.

 

I am on SE 1.5.97 for context

Posted
33 minutes ago, Rosvinar said:

Ok, this may well just be an error on my end. But currently it appears as though there maybe a few problems. The first being an integration via SS++ it appears that i got sent to SS++ mid game scene, as a result the audio did not stop and kept playing.

 

hmm, strange. Did any red messages appear on the upper left? first glance it seems impossible to happen mid game, but nothing is impossible in skyrim :D
but to investigate I need a papyrus log file when this happens/happened. 

 

33 minutes ago, Rosvinar said:

 

i also found an issue where during defeat and after i pressed K to start the following events no actors could be found, despite the fact i set the range high enough to pickup a bandit in elderscrolls 6 (this in of its self could also be the issue the range may have just been to high but i did try it on a much lower setting with the same outcome).

 

again, papyrus log. this can have alot of reasons. search range is not the issue most of the time at least.

 

33 minutes ago, Rosvinar said:

On the positive side of things though prison alternative seemed to function normally, and whilst still present and noticeable the script delay is noticeably far better.

 

I am on SE 1.5.97 for context

 

fine, that is good to know :D

Script lag is primarily coming from general mod load and sadly sexlab itself. I tried to keep that in mind when timing my own events. But especially in combat things are a bit smoother now in processing... (for me)- 

 

Posted
11 minutes ago, Nymra said:

 

hmm, strange. Did any red messages appear on the upper left? first glance it seems impossible to happen mid game, but nothing is impossible in skyrim :D
but to investigate I need a papyrus log file when this happens/happened. 

 

 

again, papyrus log. this can have alot of reasons. search range is not the issue most of the time at least.

 

 

fine, that is good to know :D

Script lag is primarily coming from general mod load and sadly sexlab itself. I tried to keep that in mind when timing my own events. But especially in combat things are a bit smoother now in processing... (for me)- 

 

Yes unfortunately i understand the need for the log. When i have more time ill try and get one sent.

 

the actual nod itself seemed to run as intended. Red text in the too right, some white text which look like debug text for a few things (i can’t remember specifics).

 

I should clarify one of the major reasons why i thought poignant to point out user error on my side is, whilst i know how to mod the game i am pushing the limits of compatibility a little seeing as im running valhalla combat and adxp/mco along mods such as this.

Posted
4 minutes ago, Rosvinar said:

Yes unfortunately i understand the need for the log. When i have more time ill try and get one sent.

 

the actual nod itself seemed to run as intended. Red text in the too right, some white text which look like debug text for a few things (i can’t remember specifics).

 

yeah, all good. primarliy asked for the Simple Slavery incident, since the functions that trigger it should always come with a red message in the corner like "they decide to sell you" or "you are blindfolded and moved elsewhere" etc. 

 

4 minutes ago, Rosvinar said:

I should clarify one of the major reasons why i thought poignant to point out user error on my side is, whilst i know how to mod the game i am pushing the limits of compatibility a little seeing as im running valhalla combat and adxp/mco along mods such as this.

 

that is all ok. The only problem I see with that is that scriptload can get too high in combat which leads to stuff getting "swallowed".
when MCM settings are carefully set, Naked Defeat should be compatible with any combat mod out there. 

Posted (edited)
11 hours ago, Nymra said:

 Short answer, will adress the follower stuff later: can u check if pressing action key k outside of defeat and combat fixes the open mouth? 

Open mouth is not really an issue for me I imagine others would be more bothered by it than me. I was just letting you know for feedback because you were advertising the problem as "fixed or being addressed "  so I let you know that the problem got better but was still an issue.

 

Are you consistently working on this mod still? Should I expect another update in the near future?

 

The bleed out issue is the biggest problem for me in my playthroughs.  On the old patch I could set the "recover from bleedout" to 45 secs and still have a chance of winning the fight. But the actual defeat timers once both me and Lydia were down bugged out and took forever. 

 

This new patch has broken the "recover from bleedout" features.

 

Also having the follower properly enslaved and not jump back up in their full suit of armor and waste an unsuspecting enemy while I'm crawling away.

 

I would say fixing those things are higher value than the mouth fix.

 

I also know it's  2023 and not all mod authors are as active as they use to be.  So I don't know what to expect from an update. 

Edited by Burensc
Posted

Very glad to hear that you are ok and work on this wonderful mod has resumed.
I don't know if this topic has been discussed before, but could you at least tell me a bit about future plans: -  local slavery (somewhere between Peril and SD+) - More specifically, how will this mechanic work?
In SD+ I've always been frustrated by the logic when enslavement happens and the new master runs after the heroine instead of the other way around, and she's still free to go wherever she wants, like to a town where the master is a brigand or master-falmer, will be instantly killed by the guards, and the heroine gets such a lightning-fast release.

Posted
34 minutes ago, enkiduk said:

Very glad to hear that you are ok and work on this wonderful mod has resumed.
I don't know if this topic has been discussed before, but could you at least tell me a bit about future plans: -  local slavery (somewhere between Peril and SD+) - More specifically, how will this mechanic work?
In SD+ I've always been frustrated by the logic when enslavement happens and the new master runs after the heroine instead of the other way around, and she's still free to go wherever she wants, like to a town where the master is a brigand or master-falmer, will be instantly killed by the guards, and the heroine gets such a lightning-fast release.

 

biggest problem I have with this is that I cannot make dialogues yet. and I dont know if the feature is very immersive without dialogues...

My plans on this are centered around mini games that increase an "allowance" stat of the player, which increases the chance of beeing released or "forgotten". Basically with a allowance of 50% you can try to leave the vicinity with a chance of not beeing caught. But you will risk losing the allowance when you fail. 

Mini Games are centered around fucking NPCs and figure out which ones are more "friendly" and give more allowance for it, 
craft things, idle next to them (sitting with them at a table for some time), mining, cooking etc. Slave things so to speak. 

Main goal is to keep the player in the same cell as the slaver, meaning you cannot change the cell, leave the room/cave/house without beeing caught (teleported back).
I think I will be able to trap the player locally much more reliable than SD+ does it. Also the master will not follow the player, but prevent the player from leaving. 


Well, I have dozens of ideas, but as always its more of a problem which ones can be done with my modding abilties or with engine limitations. 
I even thought about picking up an abandonned existing mod and modify it. 

 

Posted
6 hours ago, Burensc said:

Open mouth is not really an issue for me I imagine others would be more bothered by it than me. I was just letting you know for feedback because you were advertising the problem as "fixed or being addressed "  so I let you know that the problem got better but was still an issue.

 

Are you consistently working on this mod still? Should I expect another update in the near future?

 

The bleed out issue is the biggest problem for me in my playthroughs.  On the old patch I could set the "recover from bleedout" to 45 secs and still have a chance of winning the fight. But the actual defeat timers once both me and Lydia were down bugged out and took forever. 

 

This new patch has broken the "recover from bleedout" features.

 

Also having the follower properly enslaved and not jump back up in their full suit of armor and waste an unsuspecting enemy while I'm crawling away.

 

I would say fixing those things are higher value than the mouth fix.

 

I also know it's  2023 and not all mod authors are as active as they use to be.  So I don't know what to expect from an update. 

 

hmm, strange, since I did not change anything regarding the described mechanic (bleedout with followers was not touched, also bleedout itself was not changed).

I will try to test this as soon as possible, since I want it to be a functional feature of the mod.

 

as for the followers getting back up in full armor etc... that is a problem with NPC handling in general. I wanted to adress this, but its very frustrating working on that, so I cannot make any promises yet :(

 

also some follower mods just make life hard for me, since they give followers scripts that I cannot prevent from starting sometimes. 



 

Posted
3 hours ago, Nymra said:

 

biggest problem I have with this is that I cannot make dialogues yet. and I dont know if the feature is very immersive without dialogues...

My plans on this are centered around mini games that increase an "allowance" stat of the player, which increases the chance of beeing released or "forgotten". Basically with a allowance of 50% you can try to leave the vicinity with a chance of not beeing caught. But you will risk losing the allowance when you fail. 

Mini Games are centered around fucking NPCs and figure out which ones are more "friendly" and give more allowance for it, 
craft things, idle next to them (sitting with them at a table for some time), mining, cooking etc. Slave things so to speak. 

Main goal is to keep the player in the same cell as the slaver, meaning you cannot change the cell, leave the room/cave/house without beeing caught (teleported back).
I think I will be able to trap the player locally much more reliable than SD+ does it. Also the master will not follow the player, but prevent the player from leaving. 


Well, I have dozens of ideas, but as always its more of a problem which ones can be done with my modding abilties or with engine limitations. 
I even thought about picking up an abandonned existing mod and modify it. 

 

Yep, sad truth)
In one game engine, it took me two and a half years to spell out the working mechanics I came up with.
It doesn't seem hard at all now (if you don't take those 2.5 years into account)
Once upon a time, SD+ worked in conjunction with the Devious Framework mod, and it worked great!
When the heroine was enslaved, a ghostly leash was placed on her, preventing her from moving a certain distance away from her master, and when the enslavement ended, the leash was removed.
I don't know why the creator of SD+ excluded this feature from his mod and left the old passive leash.
Anyway, thanks for the reply.

Posted
4 hours ago, Nymra said:

 

hmm, strange, since I did not change anything regarding the described mechanic (bleedout with followers was not touched, also bleedout itself was not changed).

I will try to test this as soon as possible, since I want it to be a functional feature of the mod.

 

as for the followers getting back up in full armor etc... that is a problem with NPC handling in general. I wanted to adress this, but its very frustrating working on that, so I cannot make any promises yet :(

 

also some follower mods just make life hard for me, since they give followers scripts that I cannot prevent from starting sometimes. 



 

Ahh I see your point about follower mods. I'm mostly just using Lydia, and sometimes the damsels in distress follower mod (which near as I can tell those followers only have quest scrips and not follow scrips).

 

Maby a "follower waits" or less desirable "follower is dismissed at a time expire".

 

What about at least robbing the companion of all their gear?

 

Really anything that could work would be better than Lydia getting back up in full gear while I'm crawling away.

Posted
5 hours ago, Nymra said:

 

hmm, strange, since I did not change anything regarding the described mechanic (bleedout with followers was not touched, also bleedout itself was not changed).

I will try to test this as soon as possible, since I want it to be a functional feature of the mod.

 

as for the followers getting back up in full armor etc... that is a problem with NPC handling in general. I wanted to adress this, but its very frustrating working on that, so I cannot make any promises yet :(

 

also some follower mods just make life hard for me, since they give followers scripts that I cannot prevent from starting sometimes. 



 

I do have an update: essential on bleedout is not working for me on other mods, SL defeat and Babo dialog will not recognize my player as essential... no idea why

Posted
57 minutes ago, Burensc said:

I do have an update: essential on bleedout is not working for me on other mods, SL defeat and Babo dialog will not recognize my player as essential... no idea why

 

I ll check it. might be an oversight by me. 

Posted
1 hour ago, Burensc said:

I do have an update: essential on bleedout is not working for me on other mods, SL defeat and Babo dialog will not recognize my player as essential... no idea why

 

ah wait, did it work on a previous version of Naked Defeat?
only one mod should make the player essential. I think they can cancel each other out if not. just on a sidenote

Posted
1 hour ago, Burensc said:

I do have an update: essential on bleedout is not working for me on other mods, SL defeat and Babo dialog will not recognize my player as essential... no idea why

 

ok. 
so quick check. the naked defeat bleedout defeat (0 hp) works as intended. Have not tested with a follower tho.

If you want to use Naked Defeat next to SL Defeat or other Defeat mods (which I do think is a good idea in general), you will have to tick "Remove Player Essential Flag" in Naked Defeat MCM (Defeat & Sex Tab).
Naked Defeat will then only start on Critical Hits (Combat Options) or Surrender hotkey.

Only ONE mod can handle bleedout situations EVER or they fuck each other up.

 

Posted
7 hours ago, Nymra said:

 

biggest problem I have with this is that I cannot make dialogues yet. and I dont know if the feature is very immersive without dialogues...

My plans on this are centered around mini games that increase an "allowance" stat of the player, which increases the chance of beeing released or "forgotten". Basically with a allowance of 50% you can try to leave the vicinity with a chance of not beeing caught. But you will risk losing the allowance when you fail. 

Mini Games are centered around fucking NPCs and figure out which ones are more "friendly" and give more allowance for it, 
craft things, idle next to them (sitting with them at a table for some time), mining, cooking etc. Slave things so to speak. 

Main goal is to keep the player in the same cell as the slaver, meaning you cannot change the cell, leave the room/cave/house without beeing caught (teleported back).
I think I will be able to trap the player locally much more reliable than SD+ does it. Also the master will not follow the player, but prevent the player from leaving. 


Well, I have dozens of ideas, but as always its more of a problem which ones can be done with my modding abilties or with engine limitations. 
I even thought about picking up an abandonned existing mod and modify it. 

 

 

Oh I'm very eager to see what  you do with slavery. Obvs I could suggest stuff, but of course I have no clue what the limitations are. I suppose the main design question is what kind of slavery is desired - slavery where you can still play the game 'normally' on some level, albeit with limitations (more like Submissive Lola or Devious Followers) or harder slavery where the game becomes exclusively about that (more like SD). Sounds more like the latter, albeit with some potentially interesting gameplay (the 'mini games').

Perhaps once enough allowance points are built up, the slaver will command the player to go clear out a nearby dungeon or something like that (a radiant quest basically). After which, they release the player. Another similar (potentially simpler to implement) idea is the slaver basically just goes "Bring me back X amount of gold in X time frame, OR ELSE!" That would be fun, and a good way to incorporate more freedom of gameplay. Could try to loot a dungeon to get the funds, or rob houses, or etc. Perhaps you even have to return every evening to perform slave tasks like you mentioned. If you just run away then you get a big bounty in that hold or whatever, possibly with bounty hunters?

But regardless, dialogue is necessary for immersion like you said. Is it difficult to make dialogue using Fuz Ro Doh or etc?

Posted

UPDATE: so to clarify I attempted to use bleedout with all three mods Naked Defeat, SL defeat, and BaBo. But I was not trying to use the bleedout feature at the same Time I was careful to enable and disable each mod so only 1 was handling bleed out.

 

Bleedout failed completely on Babo amd SL defeat and ai was actually dying.  Naked defeat failed also, but I was able to disable and re enable the mod to make it work.

 

But now when I bleed out I "take a knee" but always recover and get attacked agian... no sex.

 

I also got a very annoying blur effect that took up the whole screen and wouldn't go away. (No picture of it)

 

Also this is what my MCM looks like.

 

20231225_145139.jpg

20231225_145149.jpg

20231225_145206.jpg

20231225_145223.jpg

20231225_145230.jpg

Posted
8 minutes ago, Burensc said:

UPDATE: so to clarify I attempted to use bleedout with all three mods Naked Defeat, SL defeat, and BaBo. But I was not trying to use the bleedout feature at the same Time I was careful to enable and disable each mod so only 1 was handling bleed out.

 

Bleedout failed completely on Babo amd SL defeat and ai was actually dying.  Naked defeat failed also, but I was able to disable and re enable the mod to make it work.

 

But now when I bleed out I "take a knee" but always recover and get attacked agian... no sex.

 

I also got a very annoying blur effect that took up the whole screen and wouldn't go away. (No picture of it)

 

Also this is what my MCM looks like.

 

 

sorry, I cannot offer in depth support for compatibility with SL Defeat and similar mods. Its all using on your own risk.

I tried 5 years to make those mods work together. They don't. Still, I can only advise to use only one Defeat Mod.

Naked Defeat works, it does everything it can do to be customizeable for compatibility. At this point there is nothing else I can do from my side.

 

The Blur effect is from Naked Defeat. Try the latest patch, it should fix it. 
if you dont like it, you can disable it in Naked Defeat MCM > System. 

Also try to install the latest patch correctly by  following the exact update procedure. seems you did not because your MCM is still the old 4.90.

latest version is 4.91.

 

Posted

Welcome back :) I haven't used this mod in a long time but now, I'm finding that as soon as I get free it loops me back to being captured again .. It's changed so much, I'm not sure if this is intended or not. Thank you for all your work on this mod!

Posted
19 minutes ago, Lenore said:

Welcome back :) I haven't used this mod in a long time but now, I'm finding that as soon as I get free it loops me back to being captured again .. It's changed so much, I'm not sure if this is intended or not. Thank you for all your work on this mod!

 

do you use the latest version? 4.91? 

need more detailled information what you mean with "looping"? 

and I need a papyrus log when it happens ?

 

Posted (edited)
31 minutes ago, Nymra said:

do you use the latest version? 4.91? 

need more detailled information what you mean with "looping"? 

and I need a papyrus log when it happens

 

Looping, I mean instead of escaping (after it tells me I've loosened the binds and can escape) I get recaptured .. I'll turn papyrus on and try to do it again. And yes, this is on the latest version. I just wasn't sure if that was intentional or not.

Ohh by the way, love love your teleport idea!

Edited by Lenore
Posted

The idea of the mod is great, this was kinda what i was looking for - getting bound helplessly and forced to escape - and i am eager to see it continue evolving. That being said, at the moment the mod still needs a lot of polishing and currently these are my complaints and issues i have found:

  • For some reason the time to crawl away option on 4.90 - 4.91 patch is stuck at 1 second, you cannot set it higher.
  • Even by disabling sexual content, i still get buttfucked after getting defeated (4.91 patch, previous ones didn't had that issue from my testing).
  • As the previous comment mentioned, i have also had instances where after untying myself and trying to rescue, right away i get captured again out of blue sky, with no enemies nearby.
  • If i do somehow manage to escape as normal, most of my HUD is gone and i need to restart the game for it to reappear (might be a TrueHUD issue, not sure).
  • I do kinda wish for options to choose which furniture i want to be bound captive on, though that's the least of my complaints.
     

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