petterparker Posted April 22, 2024 Posted April 22, 2024 8 hours ago, Vouldor said: Todavía no funciona pero realmente no entiendo las instrucciones. Voy al guardado antiguo y desactivo ND y guardo -> voy al nuevo guardado y deshabilito + habilito ND (porque ya está habilitado cuando cargo el guardado) -> abro el guardado antiguo y habilito ND y vuelvo a cargar. ¿Es eso correcto? Quiero jugar con el antiguo guardado. No no.. it is wrong.. 1. Go to old save 2. Now disable and do a new save 3. Reload the new save from "2." 4. Enable, save and reload again (loading this new save.. from "4.")
Captainzcat Posted April 27, 2024 Posted April 27, 2024 I'm noticing a few issues with the install I've got of this mod running. First, whenever I surrender to an enemy, it will say that they're deciding who to go first, and then it says they're leaving me alone and I'm free to crawl away. If I let myself get defeated by enemies, they'll continue to wander around while I'm 'crawling to find a spot for the scene,' and if they get too far, no scene starts (obviously). The action key to skip the crawl timer doesn't work. I have a working install of Devious Devices Equip, but I can't find out how to get it to work with Naked Defeat - it'll say the enemies applied devious devices, but none will appear on my character. Any help? Thanks.
Talesien Posted April 27, 2024 Posted April 27, 2024 11 hours ago, Captainzcat said: I'm noticing a few issues with the install I've got of this mod running. First, whenever I surrender to an enemy, it will say that they're deciding who to go first, and then it says they're leaving me alone and I'm free to crawl away. If I let myself get defeated by enemies, they'll continue to wander around while I'm 'crawling to find a spot for the scene,' and if they get too far, no scene starts (obviously). The action key to skip the crawl timer doesn't work. I have a working install of Devious Devices Equip, but I can't find out how to get it to work with Naked Defeat - it'll say the enemies applied devious devices, but none will appear on my character. Any help? Thanks. No idea on the first point. Second, you tried to define a different key as the ND action key? You might have another mod using that key, so it does not go through to ND. Personally I use the '.' (actually a , on my qwertz keyboard) key on the numpad and have no problems with it. Devious Devices ... it's been a while since I tried. From what I remember, you need to define sets in DDE, then enter the names of those sets into the ND MCM.
Captainzcat Posted April 28, 2024 Posted April 28, 2024 7 hours ago, Talesien said: Second, you tried to define a different key as the ND action key? You might have another mod using that key, so it does not go through to ND. Personally I use the '.' (actually a , on my qwertz keyboard) key on the numpad and have no problems with it. The action key works for some functions but not all. E.g if I use the hotkey to place a flat area of ground... well, okay, the ground it places isn't flat, it's massively tilted, but it does place it. It's only the skip timer hotkey. I dunno, I'll try rebinding it. 7 hours ago, Talesien said: Devious Devices ... it's been a while since I tried. From what I remember, you need to define sets in DDE, then enter the names of those sets into the ND MCM. I mostly slightly partially fixed the DD functionality. It's a massive mess and I really am not happy with how this mod implements it, but it works. Now I'm running into a different issue... it's not an issue originating from this mod, but it is an issue. For some reason, ZAP furniture just doesn't... put me in the furniture. This means that I end up standing idly next to the ZAP furniture when such a scene happens in naked defeat, get whipped, and then am forced to "wiggle free" from a restraint furniture that's not actually restraining me. This is because ZAP furniture doesn't work. Spawning in furniture manually and then using it takes control away from the player for a few seconds, but then returns it, not putting me in the furniture at all. I haven't found anyone else who's had a similar issue, so I don't entirely know what to do.
TheCaptn Posted April 28, 2024 Posted April 28, 2024 I'm stuck trying to figure out which version of ZAP I should be using... - 9.2 looks like the most recent build, but it's for LE - 8.0+ is the build you describe in the OP but I can only find the LE link for that one too - 7.0SE 2023 is the latest SE/AE build I can find, but it doesn't meet your requirements for ND? I don't suppose you could add a link to the correct version in your OP, like with the soft requirements?
ssskn Posted April 28, 2024 Posted April 28, 2024 Hi, I kept getting that annoying god mode issue. So I tracked it down to this script: nade_configquest_scr Under StartDefeat function, there's no if condition for Debug.SetGodMode(true) If you/someone else can comment that out and recompile that will be great. It's line 9769. Recompiling is annoying atm, gotta get all the mods scripts and deal with this very slowass website.
Gudulba Posted April 29, 2024 Posted April 29, 2024 20 hours ago, TheCaptn said: I'm stuck trying to figure out which version of ZAP I should be using... - 9.2 looks like the most recent build, but it's for LE - 8.0+ is the build you describe in the OP but I can only find the LE link for that one too - 7.0SE 2023 is the latest SE/AE build I can find, but it doesn't meet your requirements for ND? I don't suppose you could add a link to the correct version in your OP, like with the soft requirements? Looky here: https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/ Further down that page, you will find "The packs of ZAP 8+" for CBBE or UUNP. 1
Talesien Posted April 29, 2024 Posted April 29, 2024 On 4/28/2024 at 2:59 AM, Captainzcat said: I mostly slightly partially fixed the DD functionality. It's a massive mess and I really am not happy with how this mod implements it, but it works. This is because ZAP furniture doesn't work. Spawning in furniture manually and then using it takes control away from the player for a few seconds, but then returns it, not putting me in the furniture at all. I haven't found anyone else who's had a similar issue, so I don't entirely know what to do. The DDE way isn't going to stay, but seems it might take a bit till it gets replaced. That's likely some other mod interfering, for example some mods that play idles using DAR or OAR do this in my experience. There is a lot of other options though, afraid you need to figure that out this yourself taking a good look at your LO and making best guesses.
TheCaptn Posted April 30, 2024 Posted April 30, 2024 On 4/29/2024 at 8:03 PM, Gudulba said: Looky here: https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/ Further down that page, you will find "The packs of ZAP 8+" for CBBE or UUNP. Dude! Thank you! I was just clicking on the 'Download this file' link... I guess I should have RTFM'd, but I don't really tend to do that with resource packs, and that's on me.
ArcaneMuse Posted May 2, 2024 Posted May 2, 2024 Alright, I can't for the life of me figure out why this mod isn't working for me anymore. It worked great, then I started a new game, and now ND gets stuck when i'm downed. The last message I get is "All is lost", and my character will stay stuck on the ground until I force stop it. The same thing will happen if I surrender. The mod just refuses to advance and I can't figure out why. Papyrus.0.log
Talesien Posted May 2, 2024 Posted May 2, 2024 3 hours ago, ArcaneMuse said: Alright, I can't for the life of me figure out why this mod isn't working for me anymore. It worked great, then I started a new game, and now ND gets stuck when i'm downed. The last message I get is "All is lost", and my character will stay stuck on the ground until I force stop it. The same thing will happen if I surrender. The mod just refuses to advance and I can't figure out why. Papyrus.0.log 106.03 kB · 1 download That's an odd one for sure. It does get stuck in an endless loop trying to apply the calmspell. Did you change the game version between games? More important, does it happen with all opponents? Like say ordinary bandits instead of dwarven spheres.
ArcaneMuse Posted May 3, 2024 Posted May 3, 2024 (edited) 20 hours ago, Talesien said: That's an odd one for sure. It does get stuck in an endless loop trying to apply the calmspell. Did you change the game version between games? More important, does it happen with all opponents? Like say ordinary bandits instead of dwarven spheres. Tried it out with human enemies, and it worked perfectly. Seems the problem is only with creatures. In my last file I had creatures working with ND, but I didn't have the creature framework and MNC installed. Adding those two mods would be the biggest change since my last game. Been testing things all morning. If I summon a creature and have a scene start, it all works. It only seems to be creatures through ND specifically. EDIT: So far the only creature i've found to not work is that dwarven sphere. Wolves and draugur work fine in ND. The dwarven sphere works if I start animation with another mod. Edited May 3, 2024 by ArcaneMuse 1
Bigglsby Posted May 3, 2024 Posted May 3, 2024 9 hours ago, ArcaneMuse said: Tried it out with human enemies, and it worked perfectly. Seems the problem is only with creatures. In my last file I had creatures working with ND, but I didn't have the creature framework and MNC installed. Adding those two mods would be the biggest change since my last game. Been testing things all morning. If I summon a creature and have a scene start, it all works. It only seems to be creatures through ND specifically. EDIT: So far the only creature i've found to not work is that dwarven sphere. Wolves and draugur work fine in ND. The dwarven sphere works if I start animation with another mod. There are actually a few creatures that are not supported for ND. Dragons as an example. Dwarven Spheres are apparently another, and likely a few others as well. There is a list somewhere (MCM or on the mod download page) of what is fully supported.
Clarky00 Posted May 5, 2024 Posted May 5, 2024 On 5/3/2024 at 3:08 PM, ArcaneMuse said: EDIT: So far the only creature i've found to not work is that dwarven sphere. Wolves and draugur work fine in ND. The dwarven sphere works if I start animation with another mod. I have the same issue, but also with Dwarven spiders and centurions too. I get all the messages like "all is lost", etc. "defeated by dwarven automatons", and it looks like the defeat is starting, but my character stays down and the creature goes into non-hostile mode. If i use ctrl+alt+k to get out of it, the creature stays non-hostile and it breaks the game because the defeat won't trigger with anything else anymore. On 5/4/2024 at 12:32 AM, Bigglsby said: There are actually a few creatures that are not supported for ND. Dragons as an example. Dwarven Spheres are apparently another, and likely a few others as well. There is a list somewhere (MCM or on the mod download page) of what is fully supported. I don't think this is the case because there's an option for Dwarven Automats in the MCM creature type library. checking the box says spider, centurion, dwarven sphere, dwarven ballistas 2
Gudulba Posted May 6, 2024 Posted May 6, 2024 (edited) Naked Defeat on the whole is working fine for me, but there is one issue I have: When a punishment cycle with Devious Devices starts, the corresponding furniture (like x-cross or pillory) is not spawned in. My PC assumes the correct position/animation, but there is no furniture. What could be the problem? -> I will try as suggested here: https://www.loverslab.com/topic/169302-naked-defeat-se/?do=findComment&comment=4287709 Edited May 6, 2024 by Gudulba
Archon459 Posted May 10, 2024 Posted May 10, 2024 Is this mod compatible with Baka Defeat? https://www.loverslab.com/topic/173296-sexlab-defeat-baka-edition-lese/
Bigglsby Posted May 10, 2024 Posted May 10, 2024 10 minutes ago, keitel66 said: Is this mod compatible with Baka Defeat? https://www.loverslab.com/topic/173296-sexlab-defeat-baka-edition-lese/ Yes and no - generally you don't want to mix any defeat style mods. However, if you set up different conditionals, you can make them work seperately. I mean for example: Set one mod to work on bleedouts only, or one works only for surrenders, or at health thresholds. Technically possible, but you have to make sure to configure correctly to avoid problems. Definately do not allow multiple mods to claim PC as essential, as they can negate eachother or cause other issues. Be sure going into it WHAT you are trying to accomplish, and configure accordingly. 1
Archon459 Posted May 11, 2024 Posted May 11, 2024 1 hour ago, Bigglsby said: Yes and no - generally you don't want to mix any defeat style mods. However, if you set up different conditionals, you can make them work seperately. I mean for example: Set one mod to work on bleedouts only, or one works only for surrenders, or at health thresholds. Technically possible, but you have to make sure to configure correctly to avoid problems. Definately do not allow multiple mods to claim PC as essential, as they can negate eachother or cause other issues. Be sure going into it WHAT you are trying to accomplish, and configure accordingly. Got it. So there's a strong risk of overlap and conflict if I literally do nothing to *both* mods, so after spawning and before leaving my starting location I definitely need to configure both of them carefully to manually make sure they don't trigger at the same event, too, and also go back and read the description pages more carefully. Am I close here?
Bigglsby Posted May 11, 2024 Posted May 11, 2024 3 hours ago, keitel66 said: Got it. So there's a strong risk of overlap and conflict if I literally do nothing to *both* mods, so after spawning and before leaving my starting location I definitely need to configure both of them carefully to manually make sure they don't trigger at the same event, too, and also go back and read the description pages more carefully. Am I close here? That's about right. As best practice, you want to enable and configure defeat mods very last of all your other mods. But in general, yeah, you want to make sure any individual defeat mod (assuming running multiples) aren't going to try to operate from the same condition. I've read some people prefer to use one mod for surrenders, a different for bleed-out, a different entirely for NPC vs NPC defeats. It can work. But again, just be sure to get your configurations set up to fully isolate behaviors.
liniul Posted May 11, 2024 Posted May 11, 2024 (edited) So ND requires Slave Tats Rape Tattoos Fade Tattoos Rape Tattoos Tweak by Monoman for applying slave tats that fade. Doing a bit of research as I read the requirement for this mod I noticed that are 2 mods built for SE ,namely rape tattoos continued 2.03 and Fade Tattoos continued 2.1.0. rape tattoos continued 2.03 using Fade Tattoos continued 2.1.0 claim to have the functionality of rape Tattoos ,fade Tattoos, and Rape Tattoos Tweak by Monoman but built for SE In other words if you are using SE you can use rape tattoos continued 2.03 using Fade Tattoos continued 2.1.0 instead of Rape tattoos , Fade Tattoos , and Rape Tattoos Tweaked by Monoman. You still need slave tats ofc . Anyone tested this? Also I noticed there is a OAR implementation for DD called DD NG, well really a patch I guess ,that allows DD to do animation very quickly use OAR functionality has anyone tried that?? Edited May 11, 2024 by liniul
Bigglsby Posted May 11, 2024 Posted May 11, 2024 9 hours ago, liniul said: Also I noticed there is a OAR implementation for DD called DD NG, well really a patch I guess ,that allows DD to do animation very quickly use OAR functionality has anyone tried that?? DD NG works fine together with ND, or at least doesn't conflict or cause problems. I've not used DDE, so I can't speak to having ND apply restraints.
KhajiitiWerecat Posted May 14, 2024 Posted May 14, 2024 So whenever I get taken (either through Simple Slavery or just being beaten), it gives me the line "Your captors throw you to the dogs" or "Your captors leave you for your dogs", and then it just spawns a load of dogs and nothing happens. I have no idea why this keeps happening, but their barking is driving me insane.
Mellye Posted May 15, 2024 Posted May 15, 2024 A question: Everything works, except that I don't have a crawling animation. My character just walks with the normal walking animation instead of crawling. Do I need any specific animation pack to add the crawling animation? ------------- And a suggestion / request: Would love for the possibility to have post-defeat debuffs applied to your character, and more "quest" outcomes like the Robbed one (Revenge against creatures, for example).
Talesien Posted May 15, 2024 Posted May 15, 2024 (edited) 3 hours ago, KhajiitiWerecat said: So whenever I get taken (either through Simple Slavery or just being beaten), it gives me the line "Your captors throw you to the dogs" or "Your captors leave you for your dogs", and then it just spawns a load of dogs and nothing happens. I have no idea why this keeps happening, but their barking is driving me insane. The Simple Slavery integration is currently broken, that's a known bug. After a regular defeat it sounds odd. What happens if you untick "Allow creature enemies for sex"? Edited May 15, 2024 by Talesien
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