Z0mBieP00Nani Posted July 6, 2024 Posted July 6, 2024 Is this mod compatible with Sexlab Solutions? I'm at a bandit camp that is supposed to be peaceful if I "pick another option" for their toll, but instead only one bandit remains friendly while the others become hostile and try to kill me. I believe the bandit camp is called Halted Stream camp.
anon202269 Posted July 7, 2024 Posted July 7, 2024 Hello, I am the guy who ports from Sexlab to Ostim SA. I managed to port both "Nymra's SLAL - Forced Foreplay" and "Nymra's SLAL Animations" to Ostim SA with decent quality, including equipment and everything. I had permission to upload them, just like the next volume. Thanks, I will be waiting for your response. 4
ibo995 Posted July 7, 2024 Posted July 7, 2024 (edited) On 7/3/2024 at 1:31 AM, Evelle the Slut said: Rape Tattoos is acting a bit funny with ND. I switched to ND after I finally got fed up with SL Defeat constantly permanently breaking and most of it is functioning correctly and well, but the one thing it is now failing to do is integrate with Rape Tattoos. After defeat scenes my character gets a notification of 'my partner leaving a memento...' (all good), but Fade Tattoos reports no tattoos are ever added. Even at 100% it does no better. I have an exhaustive list of tattoos in the repertoire and it worked with SL Defeat, but not here. Any ideas would be appreciated. Did you register the Tattoos in Rapehands ?, another thing if you have enough slots available in racemenu. Edited July 7, 2024 by ibo995
Evelle the Slut Posted July 7, 2024 Posted July 7, 2024 35 minutes ago, ibo995 said: Did you register the Tattoos in Rapehands ?, another thing if you have enough slots available in racemenu. I did. I actually found the bug was fixed by disabling the notification for tattoo application (why that should matter is anyone's guess, but somebody else found the same solution on the RapeTats support thread). 2
Zaflis Posted July 8, 2024 Posted July 8, 2024 (edited) Any ideas how to turn off "player essential" after combat? The defeat scenario has long been over but nothing can harm the player. In the settings i have: - Godmode during defeat: Off - Remove player essential Flag: Off (I should turn this On though since i assume it's bugging...) Even if i turn this setting On and Off it doesn't do anything while in combat. I'll see if i find an earlier autosave but would be nice to know anyway. Edit: Also if it's possible for "Combat stripping" feature where item currently can be: destroyed/unequipped/dropped, there would also be option of stolen? In the MCM "Time to find a spot" slider only has values 0 and 1 second. I had probably some older MCM config so it is at 10 seconds, though defeat still doesn't start automatically and i have to press K. Even after i turned the essential thing "On" it is still happening that if i was rescued to town and then start channeling healing or destruction spell i don't lose any mana. Only Skyrim restart fixes that. Edited July 8, 2024 by Zaflis
Zaflis Posted July 8, 2024 Posted July 8, 2024 (edited) On 4/28/2024 at 8:50 PM, ssskn said: 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. I guess the mod is forgetting to call that with "false"? Edit: Console gommand to turn it off is "tgm". Edited July 8, 2024 by Zaflis
JackChurch187 Posted July 8, 2024 Posted July 8, 2024 On 7/7/2024 at 3:28 AM, anon202269 said: Hello, I am the guy who ports from Sexlab to Ostim SA. I managed to port both "Nymra's SLAL - Forced Foreplay" and "Nymra's SLAL Animations" to Ostim SA with decent quality, including equipment and everything. I had permission to upload them, just like the next volume. Thanks, I will be waiting for your response. is ostim like fnis? 1
Talesien Posted July 8, 2024 Posted July 8, 2024 5 hours ago, Zaflis said: Any ideas how to turn off "player essential" after combat? The defeat scenario has long been over but nothing can harm the player. In the settings i have: - Godmode during defeat: Off - Remove player essential Flag: Off (I should turn this On though since i assume it's bugging...) Even if i turn this setting On and Off it doesn't do anything while in combat. I'll see if i find an earlier autosave but would be nice to know anyway. Edit: Also if it's possible for "Combat stripping" feature where item currently can be: destroyed/unequipped/dropped, there would also be option of stolen? In the MCM "Time to find a spot" slider only has values 0 and 1 second. I had probably some older MCM config so it is at 10 seconds, though defeat still doesn't start automatically and i have to press K. Even after i turned the essential thing "On" it is still happening that if i was rescued to town and then start channeling healing or destruction spell i don't lose any mana. Only Skyrim restart fixes that. Odd, godmode is disabled for me just fine if the defeat scenario ran its course, only time it sticks if I go: "darn it" and reload, can't blame that on ND though. As for the "time to find a spot slider" that's a leftover from earlier versions Nymra left in hoping to find a solution to the timing problems that one had (taking forever for some, being almost instant for others, regardless of the setting). Currently, as stated in the Description: "CRAWLING WILL NOT END ON ITS OWN -- ONLY VIA HOTKEY", 1
anon202269 Posted July 8, 2024 Posted July 8, 2024 10 hours ago, JackChurch187 said: is ostim like fnis? Hello, Ostim is like the Sexlab engine that you add the animations to, it is so that these animations reach more people and can be included in mods that are only from Ostim, you can have both the Ostim and Sexlab versions 1
Guest Posted July 8, 2024 Posted July 8, 2024 I'm seeing a behavior where being passed to NADE via Simple Slavery in v4-94 (SSE 1.6.640, no DD enabled) results in an infinite spawn of "Naked Bandit X" (where X is some arbirary monicker). They spawn, the message 'your captors try to decide who goes first' displays, then more spawn, then the message displays, ad infinitum (or, at least, until the game crashes from the resulting insane massacre between a tide of hundreds of bandits and any nearby citizens). This doesn't seem to happen on 4-81, however. It also doesn't happen during the normal captivity scenario upon surrendering or being downed. Thanks,
Talesien Posted July 8, 2024 Posted July 8, 2024 2 hours ago, transfer said: I'm seeing a behavior where being passed to NADE via Simple Slavery in v4-94 (SSE 1.6.640, no DD enabled) results in an infinite spawn of "Naked Bandit X" (where X is some arbirary monicker). They spawn, the message 'your captors try to decide who goes first' displays, then more spawn, then the message displays, ad infinitum (or, at least, until the game crashes from the resulting insane massacre between a tide of hundreds of bandits and any nearby citizens). This doesn't seem to happen on 4-81, however. It also doesn't happen during the normal captivity scenario upon surrendering or being downed. Thanks, Known bug, the SS integration is sadly broken in the recent versions. It was high on Nymras "to fix" list before he unfortunately had to take a leave of absence due to real live. 1
Guest Posted July 9, 2024 Posted July 9, 2024 (edited) 5 hours ago, Talesien said: Known bug, the SS integration is sadly broken in the recent versions. It was high on Nymras "to fix" list before he unfortunately had to take a leave of absence due to real live. Ah, good to know at least. Hope RL's treating Nymra well. I'll just stick with 8.1 until then - the SS integration for NADE is probably my favorite part about it, due to the random locations - feels more like being sold to an uncertain future than most of the other possible outcomes. Edited July 9, 2024 by transfer
Zaflis Posted July 25, 2024 Posted July 25, 2024 (edited) On 4/28/2024 at 8:50 PM, ssskn said: 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. This should do it, also you need to toggle the godmode off in MCM for it to take effect. It compiled and also source is included. if GodMode Debug.SetGodMode(true) endif It will still probably bug if you quit game or go back to main menu while defeat is on. Then loading game to a point where you were not captive and you'll have to run "tgm" in console again to not be a god. Also "tgm" status does not save in a savefile but is session-specific. Sidenote: After just recently clean installing Win-11 and switched to Skyrim AE fully, it was nice surprise most of the old compiling still worked. Biggest headache was to compile the dependency SexLab framework which requires OS localization to have "." as decimal separator, not "," (period, not comma). Comma was standard in my language. But i also saw a new bug that is when combat strip drops armor from me it didn't remove the 1 i had equipped but 1 of excess ones. Say i had 3 leather armors it would drop 1 of them on ground but i still have it on. Edit2: Fixed again, there were godmode toggles in 4 files not just 1. And i disabled use of SLUPlus because it would require me to overwrite my sexlab scripts with suspicious and outdated versions. NakedDefeat 4-94 godmode patch_v2.7z Edited July 25, 2024 by Zaflis 2
Morninggale1 Posted July 26, 2024 Posted July 26, 2024 Is there any way to configure the frequency of furniture sex in captivity? When captured I have the furniture % set to 90 (for escape sex 50%, others 0%), while this does end with my character in furniture it rarely leads to furniture sex itself as captors will almost always perform non-furniture animations pulling the character out of said furniture. I did see the same pillory scene a couple of times so I think it's working though that does specify "scenario: pillory" so I'm unsure if it's a special case and it's rare either way. I have ZAP 8.0+ for CBBE SSE installed from : Also, I'm guessing that furniture animations aren't necessarily intended to match whatever the character is bound in when they start (ie if captive on X-Cross attackers may switch to pillory on start) but do tell if that is intended behavior?
dethnite007 Posted July 29, 2024 Posted July 29, 2024 (edited) Trying to get a base modlist working and keep getting this error on bleedout: #ERROR actor invalid: has HasRaceKey: humans So basically it messages that no one took advantage and MC stands back up. I've got 4.8 SE base and 4.94 LE+SE patch installed, in case i missed something. Using Sexlab and sexlab P+ with several human animations packs (ZAZ8+, Anub, Leito, etc), sexlab confirms the animations are registered ; also have SL Solutions and Aroused Redux. No warning from FNIS and all packs are showing up in it. I have other LL mods installed but nothing I think that should be conflicting with animations. Help would be much appreciated before i attempt to deactivate this mod and try using a different one since I may corrupt my save. loadorder.txt Edited July 29, 2024 by dethnite007
Talesien Posted July 29, 2024 Posted July 29, 2024 2 hours ago, dethnite007 said: Trying to get a base modlist working and keep getting this error on bleedout: #ERROR actor invalid: has HasRaceKey: humans So basically it messages that no one took advantage and MC stands back up. I've got 4.8 SE base and 4.94 LE+SE patch installed, in case i missed something. Using Sexlab and sexlab P+ with several human animations packs (ZAZ8+, Anub, Leito, etc), sexlab confirms the animations are registered ; also have SL Solutions and Aroused Redux. No warning from FNIS and all packs are showing up in it. I have other LL mods installed but nothing I think that should be conflicting with animations. Help would be much appreciated before i attempt to deactivate this mod and try using a different one since I may corrupt my save. loadorder.txt 7 kB · 0 downloads A papyrus log would be more helpful than a LO. Is your PC a custom race perhaps?
ssskn Posted July 30, 2024 Posted July 30, 2024 (edited) On 7/25/2024 at 2:55 AM, Zaflis said: This should do it, also you need to toggle the godmode off in MCM for it to take effect. It compiled and also source is included. Holy shit! Wow, you actually did it. Thanks. I'll try it out. This should make ND playable again, I had the mod disabled in the current playthrough. Edits, some thoughts: hmm, I've never really used many of the other features so can't comment on armor strip. There are other mods that do it well, I think. My plan was to trigger this mod, through another combat mod, because mods like this and defeat get really repeatable esp. if you play hard mode skyrim. Edited July 30, 2024 by ssskn
noctred Posted July 30, 2024 Posted July 30, 2024 (edited) On 7/29/2024 at 12:40 PM, dethnite007 said: Trying to get a base modlist working and keep getting this error on bleedout: #ERROR actor invalid: has HasRaceKey: humans So basically it messages that no one took advantage and MC stands back up. I've got 4.8 SE base and 4.94 LE+SE patch installed, in case i missed something. Using Sexlab and sexlab P+ with several human animations packs (ZAZ8+, Anub, Leito, etc), sexlab confirms the animations are registered ; also have SL Solutions and Aroused Redux. No warning from FNIS and all packs are showing up in it. I have other LL mods installed but nothing I think that should be conflicting with animations. Help would be much appreciated before i attempt to deactivate this mod and try using a different one since I may corrupt my save. loadorder.txt 7 kB · 0 downloads I had the same issue so I went digging around, mostly because I've been spoiled by ND and don't want to go back to any other Defeat mod. Full disclaimer - this is my first time interacting with Papyrus scripts in any meaningful way so don't take anything I say for granted. TLDR; SexLab P+ Phase 2 is causing this. There are several checks in ND's scripts for a 'RaceKey'. If the target actor is human, ND expects there to be no RaceKey. Apparently vanilla SexLab does not set a RaceKey for human actors, so the checks succeed. However, SexLab P+ Phase 2 seems to have reworked race handling - I found a comment in their Discord stating that all races in the game now have a RaceKey just by virtue of existing, including humans. So - if you are defeated by a human actor, ND's RaceKey checks will fail and no valid actors will be found for the defeat scenario. I found three scripts which perform this check and I've recompiled all three with the check removed - nothing else was changed in the scripts aside from removal of the RaceKey check for human actors. I've attached the scripts here. They're for ND 4.94 - put them in the scripts folder. -- Just to reiterate - I have next to zero experience with Papyrus so I can't say whether this change might adversely affect other parts of the mod, but I did some quick testing with the updated scripts and I was able to successfully initiate defeat scenarios with humans and creatures, and was also able to successfully initiate public punishment scenarios. I wouldn't be surprised if ND has other issues with P+ Phase 2 but for now... crawling, getting fucked, getting whipped, getting tied up, wiggling out, and escaping all seems to be working correctly with the updated scripts. Didn't test followers or other features. nd scripts.7z Edited July 31, 2024 by noctred
Talesien Posted July 30, 2024 Posted July 30, 2024 5 hours ago, noctred said: I had the same issue so I went digging around, mostly because I've been spoiled by ND and don't want to go back to any other Defeat mod. Full disclaimer - this is my first time interacting with Papyrus scripts in any meaningful way so don't take anything I say for granted. TLDR; SexLab P+ Phase 2 is causing this. There are several checks in ND's scripts for a 'RaceKey'. If the target actor is human, ND expect there to be no RaceKey. Apparently vanilla SexLab does not set a RaceKey for human actors, so the checks succeed. However, SexLab P+ Phase 2 seems to have reworked race handling - I found a comment in their Discord stating that all races in the game now have a RaceKey just by virtue of existing, including humans. So - if you are defeated by a human actor, ND's RaceKey checks will fail and no valid actors will be found for the defeat scenario. I found three scripts which perform this check and I've recompiled all three with the check removed - nothing else was changed in the scripts aside from removal of the RaceKey check for human actors. I've attached the scripts here. They're for ND 4.94 - put them in the scripts folder. -- Just to reiterate - I have next to zero experience with Papyrus so I can't say whether this change might adversely affect other parts of the mod, but I did some quick testing with the updated scripts and I was able to successfully initiate defeat scenarios with humans and creatures, and was also able to successfully initiate public punishment scenarios. I wouldn't be surprised if ND has other issues with P+ Phase 2 but for now... crawling, getting fucked, getting whipped, getting tied up, wiggling out, and escaping all seems to be working correctly with the updated scripts. Didn't test followers or other features. nd scripts.7z 115.17 kB · 1 download Might be worthwhile to also post a note about this incompatibility in the p+ support thread, given it aims at full backward compatibility ... 1
Scrab Posted July 30, 2024 Posted July 30, 2024 6 hours ago, noctred said: I had the same issue so I went digging around, mostly because I've been spoiled by ND and don't want to go back to any other Defeat mod. Full disclaimer - this is my first time interacting with Papyrus scripts in any meaningful way so don't take anything I say for granted. TLDR; SexLab P+ Phase 2 is causing this. There are several checks in ND's scripts for a 'RaceKey'. If the target actor is human, ND expect there to be no RaceKey. Apparently vanilla SexLab does not set a RaceKey for human actors, so the checks succeed. However, SexLab P+ Phase 2 seems to have reworked race handling - I found a comment in their Discord stating that all races in the game now have a RaceKey just by virtue of existing, including humans. So - if you are defeated by a human actor, ND's RaceKey checks will fail and no valid actors will be found for the defeat scenario. I found three scripts which perform this check and I've recompiled all three with the check removed - nothing else was changed in the scripts aside from removal of the RaceKey check for human actors. I've attached the scripts here. They're for ND 4.94 - put them in the scripts folder. -- Just to reiterate - I have next to zero experience with Papyrus so I can't say whether this change might adversely affect other parts of the mod, but I did some quick testing with the updated scripts and I was able to successfully initiate defeat scenarios with humans and creatures, and was also able to successfully initiate public punishment scenarios. I wouldn't be surprised if ND has other issues with P+ Phase 2 but for now... crawling, getting fucked, getting whipped, getting tied up, wiggling out, and escaping all seems to be working correctly with the updated scripts. Didn't test followers or other features. nd scripts.7z 115.17 kB · 1 download Can you tell me which functions ND uses to get the RaceKey for actors
dethnite007 Posted July 30, 2024 Posted July 30, 2024 21 hours ago, Talesien said: A papyrus log would be more helpful than a LO. Is your PC a custom race perhaps? It sounds like noctred is on the money, I have attempted succubus hearts, simple defeat, and just activating the animations in game and they all seem to work otherwise. I don't have any custom races on anything. I didn't have logging enabled at the time, but hopefully that shouldn't be necessary since this seems like an issue to take over to SL P+
noctred Posted July 30, 2024 Posted July 30, 2024 2 hours ago, Scrab said: Can you tell me which functions ND uses to get the RaceKey for actors From what I can tell, it seems to be (at a minimum) using a combination of GetRaceKey, GetRaceKeyByID, and HasRaceKey from sslCreatureAnimationSlots to figure out what the race key is or whether it's empty. I'm kinda stumbling around in the dark though - you'd be better served asking somebody more experienced to glance at the 3 scripts I attached above.
muhavaux33 Posted August 2, 2024 Posted August 2, 2024 I really want to love this mod, but it's just so... buggy. Aftermath scenario. There are also some annoying voices that overlay with the moaning and whining. My character says "please help" "this cant be happening" and so on while in a scene. I thought this was added by a voice file addon for this mod I downloaded from one of the comments, but even after removing that mod my character would still say random stuff like that. Does not fit the scene with the tone of voice. The "wiggle success chance" from aftermath doesn't properly work. Even after setting the wiggle success chance to 50% my character still starts from a base of 1% Not sure how the mod is coded, but if there is a female present and a male present even after enabling "allowfemale enemies for sex" it will always pick male enemies. There's a few other bugs I encountered but these are the only ones that come out of my head. It's just been a dreadful party of saving, reloading, testing, not working correctly.
Leodriz Posted August 2, 2024 Posted August 2, 2024 Hi, I´d like to use this mod with DDE on SE 1.6.1170 but I´m having troubble to get DDE to run at all. Does anyone know what version to use for 1170? I´ve tried DDE SE 5.5 bot this crashes my game on intro-screen. The LE versions doesnt load but the game works. Thankfull for a pointer in the right direction.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now