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Naked Defeat AE/SE


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Posted (edited)
18 minutes ago, Talesien said:

Forgot, rvhausen shared a modified ND script that added some DD's to the PC. Perhaps you can use that as a starting point. Given it's based on a script by Ponzi, he might also be able to help (and is usually happy to do so) check his discord, maybe.

 

I ve seen it. 
looks nice, since it seems to work without making DD a hard dependency on the ESP. 
Sadly, its based entirely on SE only mods, which makes it impossible for me to work with. 
The painful step to switch to SE is something that I do not feel like doing, given my huge modified mod list, sigh...

 

38 minutes ago, Talesien said:

Actually, DD5.2 + DD NG is pretty amazing, from a user perspective that is. Can't say if it works any better from a modders perspective, but I guess DD NG, might actually help there as well, not sure.

 

 

looks very nice indeed, about time the DD framework got a treatment like that, hehe.

I remember the lag fest all too well...

 

but sadly, also an SE mod :(

 

38 minutes ago, Talesien said:

 

 



About Acheron, not sure, I played around with it a bit in some games, but the mod seems to hate me with a passion (and by now the feeling is mutual), half the time I go straight to the reload screen, the other half is split between getting stuck on being handed off to whatever "consequence" mod it came up with (Yamete, practical defeat, SS)  or simply nothing happen (well at least in that instance it kinda did its job and I can continue playing without having to reload).

 

 

 

Acheron, damn. Had some hope for that one, but I never could play it myself.

 

 

38 minutes ago, Talesien said:

Oh, and welcome back. ^^

 

thank you :D hope this time it is for longer. Finally the skies are clear again.

 

and thank you for maintining the support thread in the meantime :D  much appreciated

Edited by Nymra
Posted
24 minutes ago, Nymra said:

 The painful step to switch to SE is something that I do not feel like doing, given my huge modified mod list, sigh...

 

To paraphrase Ershin: "Special Edition's engine is much more stable and frameworks like CommonLibSSE allow much easier implementation of advanced plugins. We should move on."
(And really not having TDM ... how does one play Skyrim?)

I get it though, about to make a painful step myself and finally switch from Vortex to MO2, getting my 2k+ modlist over will be ... interesting (not to mention tedious like hell ... I'm so not looking forward to it).
 

24 minutes ago, Nymra said:

 thank you :D hope this time it is for longer. Finally the skies are clear again.

Hey, don't jinx it, will ya? 😛 

 

24 minutes ago, Nymra said:

 

and thank you for maintining the support thread in the meantime :D  much appreciated

Don't mention it, only tried to help out a little, it's not that I've had that much expertise, some problems people have I don't remember ever encountering.

Posted
6 hours ago, Nymra said:

breaking god mode should almost be impossible, its used in a short while when naked defeat triggers, but is turned off again.

I put it on my to do list to double check tho since you are not the only one with the issue.

 

On 7/25/2024 at 11:55 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.

  if GodMode
    Debug.SetGodMode(true)
  endif

....

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 225.74 kB · 8 downloads

 

I used text search earlier to find where godmode is used, it's in 4 files you can see in the patch. Sources are included if you want to compare to original. There was no doubt that i had to use TGM to fix the game after defeat without the patch.

Posted
10 hours ago, Nymra said:

 sadly uninstalling the ESP will corrupt your savegame (see warning on front page) since its an LE ESP

the bug you mentioned should not occur after the next patch. but no guarantees. Its hard to reproduce and in modded skyrim too much can go wrong.
in the future if this happens, reload earlier save and report here with a debug log. 

Hey Nymra!

 

First of all, thank you for your mod! It's incredible!

Using MO2 now, that seems to be better.

I still got a long delay after being defeated, but after a complete clean install it works at least.


Thank you for your hard work!

Posted
1 hour ago, Ionenschatten said:

Hey Nymra!

 

First of all, thank you for your mod! It's incredible!

Using MO2 now, that seems to be better.

I still got a long delay after being defeated, but after a complete clean install it works at least.


Thank you for your hard work!

 

do you have the LagFix enable in the MCM?

Posted (edited)

That new falling feature appears a tad overtuned. I get notifications about bla% risk even on the most harmless of jumps (didn't trigger it so far though ...yet). On slightly more serious jumps (still would not have caused damage in the game) I end up at SS. It also appears to ignore slow fall spells. (Perhaps not surprising as those are from mods, still ...)
Honestly, what I would prefer is just a reliable consequence for actually "dying" to falling damage, as often enough you would just stand up and move on if no one was close. If you want to spice it up there could be the option for a chance to get defeated on non-lethal falling damage. I don't think that inventing your own fall damage logic/routine will ever work out with all the stuff out there that modifies jumping, falling, etc. Simply relying on actual falling damage will likely work better with all those mods.

Edited by Talesien
Posted
28 minutes ago, Talesien said:

That new falling feature appears a tad overtuned. I get notifications about bla% risk even on the most harmless of jumps (didn't trigger it so far though ...yet). On slightly more serious jumps (still would not have caused damage in the game) I end up at SS. It also appears to ignore slow fall spells. (Perhaps not surprising as those are from mods, still ...)
Honestly, what I would prefer is just a reliable consequence for actually "dying" to falling damage, as often enough you would just stand up and move on if no one was close. If you want to spice it up there could be the option for a chance to get defeated on non-lethal falling damage. I don't think that inventing your own fall damage logic/routine will ever work out with all the stuff out there that modifies jumping, falling, etc. Simply relying on actual falling damage will likely work better with all those mods.

 

hmm, strange.

for me it usually does not trigger too soon, I often jump from high up and my character even moans from the height.

 

it starts at 150 units difference, but with very low values. 

maybe I just add it as a slider option so ppl can choose the minimal falling height for triggers.

 

the event listens for animation events "start jump/fall" and jump impact. so a falling spell could still use those.

maybe I can add a time count to only catch "fast" falls. 

 

I wanted falling damage, but somehow could not reliable track that yet in the scripts. I would happily change that.

The routine that  I used was advertised to me as "the one".. :D

 

Btw: if you fall from high up (1000 units+) you shouldend up dead in my new "afterlife" scenario :D 

Posted (edited)
51 minutes ago, Nymra said:

 

hmm, strange.

for me it usually does not trigger too soon, I often jump from high up and my character even moans from the height.

 

it starts at 150 units difference, but with very low values. 

maybe I just add it as a slider option so ppl can choose the minimal falling height for triggers.

 

the event listens for animation events "start jump/fall" and jump impact. so a falling spell could still use those.

maybe I can add a time count to only catch "fast" falls. 

 

I wanted falling damage, but somehow could not reliable track that yet in the scripts. I would happily change that.

The routine that  I used was advertised to me as "the one".. :D

 

Btw: if you fall from high up (1000 units+) you shouldend up dead in my new "afterlife" scenario :D 

Another important question ... how do I disable that feature again? Simply unticking it in the MCM does not seem to do the trick. Any quest or such I can reset/stop/whatever via console?

Edit: Never mind, managed it. Ticking, saving, loading, unticking, saving, loading, did the trick.
Edit, edit: Appears I was wrong, loading another (later) save it's on again while the MCM Box is still unticked ...

You are correct though, sometimes it seems more, sometimes less sensitive. Odd, does it take the ground into account somehow? (Or perhaps it's connected to me using: https://www.nexusmods.com/skyrimspecialedition/mods/18967?)

Edited by Talesien
Posted

As for timing falls, that might work for the slowfall from Odin, it will fail with the version from Beyond Skyrim. While both are named 'Slowfall' the Beyond Skyrim version does not modify your fall speed, it simply prevents the falling damage. Too bad really it's hard to reliably detect falling damage ...

Posted
4 hours ago, Talesien said:

As for timing falls, that might work for the slowfall from Odin, it will fail with the version from Beyond Skyrim. While both are named 'Slowfall' the Beyond Skyrim version does not modify your fall speed, it simply prevents the falling damage. Too bad really it's hard to reliably detect falling damage ...

 

currently the feature is always on when NymBeta is on. Or I think it should... lol...

I am also just stupid. Or sometimes just think along the wrong lines of possibilities.

I just managed to check the health difference between start fall and end fall,.......................... (really stupid) so now I can calculate that.

 

I will now add a slider 

"Naked Falling - Damage treshold" ,set between 0 (feature disabled) and like 10000.

So if you set it to 100 and you fall and get 100 damage, the mod starts its script.

 

Release soon. 

Posted (edited)
18 minutes ago, Nymra said:

 

currently the feature is always on when NymBeta is on. Or I think it should... lol...

 

Aye, but once activated, disabling NymBeta will not turn it off.

 

 

18 minutes ago, Nymra said:

I will now add a slider 

"Naked Falling - Damage treshold" ,set between 0 (feature disabled) and like 10000.

So if you set it to 100 and you fall and get 100 damage, the mod starts its script.

 

Great and probably needed, because I just saw your afterlife scenario, very nice (although I seem to miss the naked Vampire Lord model ... odd shouldn't that be part of the creature Framework and stuff?). Anyway, there is a BUT (big BUT, but only with a single 't') what got me there was that little ledge at the end of the entrance tunnel to Swindlers Den. That's not even 1.5 m. And after my eventual return from the Afterlife I ended up on the roof of a house in Morthal, dunno if that's intended, but I will need some luck to get off that without naked fall triggering again.


Edit: Ok so not the entrance tunnel, but the one from the first to the second chamber. Anyway it's repeatable, even on the low side a 30 cm or so jump send you right to, well not heaven. 😛 So good thing you found a solution to measuring falling damage. ^^

Edited by Talesien
Posted
33 minutes ago, Talesien said:

Aye, but once activated, disabling NymBeta will not turn it off.
 

 

my bad. it now has a slider anyway, its no beta feature anymore

 

33 minutes ago, Talesien said:

Great and probably needed, because I just saw your afterlife scenario, very nice (although I seem to miss the naked Vampire Lord model ... odd shouldn't that be part of the creature Framework and stuff?). Anyway, there is a BUT (big BUT, but only with a single 't') what got me there was that little ledge at the end of the entrance tunnel to Swindlers Den. That's not even 1.5 m. And after my eventual return from the Afterlife I ended up on the roof of a house in Morthal, dunno if that's intended, but I will need some luck to get off that without naked fall triggering again.
 

 

its maybe just me not finding the correcty guy to spawn... still new to actor spawning (see the SS++ debacle), but that should be ruled out in the future.

I also want to spawn LOTS of Demonic Creatures for endless variety. they just look so good (not all tho as well in animations).

 

33 minutes ago, Talesien said:

Edit: Ok so not the entrance tunnel, but the one from the first to the second chamber. Anyway it's repeatable, even on the low side a 30 cm or so jump send you right to, well not heaven. 😛 So good thing you found a solution to measuring falling damage. ^^

 

 

 

 

NAKED DEFEAT BETA 4.95.1 PATCH UPDATE

(previous 4.95 not required, but other previous patches and the last FULL VERSION)

 

- some bugfixes that should reduce scriptlag a bit more

- added tattoo punishment (rape tats) to outcomes

- whipping now reduces escape difficulty. (not the first scene tho)

- new Scenario: Furniture. Get bound first...

 

NOTE: I m currently working on guards and crime gold, so might get some weird messages and interactions in cities with guards.

I want this to work for the full release, since I finally want to handle PRISON myself :P

 

Also it will be possible to fight guards then and be defeated and fucked by Naked Defeat. So go on conquering cities then :D

 

Naked Falling Feature now in MCM

Slider in Extras Tab.

Set to 0 to disable completly

Set to 100 (or more, 300 is default) and every fall that deals you 100 (or the set damage) or more will lead to slavery, defeat or afterlife, depeding on the fall heigth.

NOTE: in combat if you get hit in midair this might lead to undesirable outcomes :P

 

AFTERLIFE
you get fucked in an afterlife location, then wake up in a city.
will add more suitable "wake up" locations in the future (like top of the mountain. remote island, etc. something more poetic to be naked and helpless :D

 

 

 

 

Naked Defeat 4-95-1 - BETA Patch - (LE+SE).7z

Posted
21 minutes ago, Nymra said:

will add more suitable "wake up" locations in the future (like top of the mountain. remote island, etc. something more poetic to be naked and helpless :D

About that, perhaps add an option to have the PC's equip remain where he er ... landed, perhaps in a chest (potentially locked, but that would be extremely evil, only a Daedra ... wait ...). Few people return from the afterlife with their armor and weapons. ^^

Posted
17 minutes ago, crajjjj said:

Cool that you are back Nymra.

Any chance you'll pick up the acheron bridge adapter? It was very close to working last time😅

 

yeah, I ll circle back to that. just busy getting some other stuff back on the line first...

Posted
30 minutes ago, Talesien said:

About that, perhaps add an option to have the PC's equip remain where he er ... landed, perhaps in a chest (potentially locked, but that would be extremely evil, only a Daedra ... wait ...). Few people return from the afterlife with their armor and weapons. ^^

 

I have some ideas for that.

I want to add a chest in a similar remote and beautiful location where your stuff is stored.

maybe even several chests and then give a riddle where to find them ::DD  (I hate quest markers).

 

For start I might just add a chest on the spot where you died, yeah... Valheim style.

 

Reminds me that I want to improve the robbery feature too... sigh.

 

BTW: long pressing "K" and then release should spawn a barrel where you can temporarlity store stuff, lol.

sadly cannot remove it again atm. skyrim....

Posted (edited)

Reminds me, can we get a Nymra Spawn service light pretty please? I can do without the animals that spawn (most are excluded anyway) and the Ghosts don't spawn/work, likely because undead are also on the NoNo list (also or alternatively, if that's easier, can you split the Undead to make selection a bit more granular? I would be ok with vampires or ghosts, but Draugr and their ilk, no thank you).


 

Quote

For start I might just add a chest on the spot where you died, yeah... Valheim style.

Of course, you could be gruesome and make it the players corpse, good old MUD style. ^^

Edited by Talesien
Posted
2 minutes ago, Talesien said:

Reminds me, can we get a Nymra Spawn service light pretty please? I can do without the animals that spawn (most are excluded anyway) and the Ghosts don't spawn/work, likely because undead are also on the NoNo list (also or alternatively, if that's easier, can you split the Undead to make selection a bit more granular? I would be ok with vampires or ghosts, but Draugr and their ilk, no thank you).

 

not in the MCM, but I plan for deep customization JSON files in the future for that kind of details.
Also I want to refine the feature anyway, every variation gets boring with time 

Posted

Hmm, ok, seems I've a problem. I removed 4-95 and added 4-95-1, cleaned the save with re-saver and set it to 150 points of damage (I currently only have 160, so that would be at best a near dead event anyway). Yet I still get those notices defeat chance 27.34567 after even small jumps and larger jumps (that still don't make the HP bar budge at all), I end up at SS. Did you actually remove the beta code or is that still in? (Remember it can not be deactivated by the user.)

Posted (edited)
19 minutes ago, Talesien said:

Hmm, ok, seems I've a problem. I removed 4-95 and added 4-95-1, cleaned the save with re-saver and set it to 150 points of damage (I currently only have 160, so that would be at best a near dead event anyway). Yet I still get those notices defeat chance 27.34567 after even small jumps and larger jumps (that still don't make the HP bar budge at all), I end up at SS. Did you actually remove the beta code or is that still in? (Remember it can not be deactivated by the user.)

 

ah wait, the message is an Info Message (orange) correct?
Its not a beta message, but for information. the only bug is that it shows even with no damage treshold received.

so even when the message shows, you should not be defeated because you took not enough damage. (will change the timing of the message for the release)

Edited by Nymra
Posted (edited)
1 hour ago, Nymra said:

 

ah wait, the message is an Info Message (orange) correct?
Its not a beta message, but for information. the only bug is that it shows even with no damage treshold received.

so even when the message shows, you should not be defeated because you took not enough damage. (will change the timing of the message for the release)

Aye, that orange message. The problem is ... I do get defeated, even with no or almost no damage taken. The screenshot below is taken with Naked Falling at 0, so it should, in theory, be disabled.

Spoiler

20240830021417_1.thumb.jpg.8d1627b948ee7d876f390407a71d837b.jpg

 

Edited by Talesien
Added screenshoot
Posted
On 8/28/2024 at 3:18 PM, Nymra said:

  

 

dragons are currently not supported by ND 

 

1. I HATE DRAGONS! they suck in combat and in sex. 
2. they fly. it requires extra code and conditons to make them happy for sex. 
Just had no time for this yet, but it WILL be done

TLDR: currently no dragon sex, but in future there will be dragon sex 

 

Oh, yikes, I didn't know they were like that. Thank you for letting me know!

Posted (edited)
1 hour ago, Talesien said:

Aye, that orange message. The problem is ... I do get defeated, even with no or almost no damage taken.

 

Hmm, I could not reproduce it. 
the message shows me the falling damage in red and the defeat chance in orange, but the event does not trigger.

 

Will test some more tomorrow.

 

in the meantime...

 

This version is a bit more advanced, maybe I forgot removing something in the last one.

 

Also I fixed all the guard stuff.

NOW when fighting guards and getting defeated, the crime gold is changed from SKYRIM CRIME FACTION to internal Naked Defeat, meaning the Guard Dialogue should NOT show up.

Needs PublicPunishment to be enabled.

 

So... its time to built my own prison feature ^^

POP and beyond! I ll miss beeing walked naked through the city tho :(

 

NVM, the guards only work correctly in Markarth/The Reach. 
Next beta tomorrow.... 

 

Naked Defeat 4-95-2 - BETA Patch - (LE+SE).7z

Edited by Nymra
Posted
12 minutes ago, Nymra said:

 

Hmm, I could not reproduce it. 
the message shows me the falling damage in red and the defeat chance in orange, but the event does not trigger.

 

Will test some more tomorrow.

 

in the meantime...

 

This version is a bit more advanced, maybe I forgot removing something in the last one.

 

Also I fixed all the guard stuff.

NOW when fighting guards and getting defeated, the crime gold is changed from SKYRIM CRIME FACTION to internal Naked Defeat, meaning the Guard Dialogue should NOT show up.

Needs PublicPunishment to be enabled.

 

So... its time to built my own prison feature ^^

POP and beyond! I ll miss beeing walked naked through the city tho :(

 

NVM, the guards only work correctly in Markarth/The Reach. 
Next beta tomorrow.... 

 

Naked Defeat 4-95-2 - BETA Patch - (LE+SE).7z 562.44 kB · 0 downloads

Did you consider an add-on for Pamas Prison Alternative instead of building your own Prison overhaul? Those are pretty niche for the time invested (at least I don't spend too much time with them in most games).

Posted
4 hours ago, Talesien said:

Did you consider an add-on for Pamas Prison Alternative instead of building your own Prison overhaul? Those are pretty niche for the time invested (at least I don't spend too much time with them in most games).

 

yes, but eventually gave up on it. 

technically, naked defeat can still work with other prison mods and I might add a slider so you can set the chance to be sent to another prison instead of Naked Defeat, or be imprisoned afterwards by them. 

but in general I gave up on all the prison mods out there and I think I tested them all and way too often, too :(

 

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