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Naked Defeat AE/SE


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Posted
16 hours ago, rjn said:

Well, I don't know what setting you are referring to in NFF,  In my version (2.8.6) there is no setting for preventing a follower from damaging the player.  I checked for conflicts with NFF and found none.  I'm trying another mod, Simple No Internal Friendly Fire, which does explicitly have a setting to do what I want.  

Yep, got that mixed up sorry. In game NFF only has the setting for the player not damaging followers, the followers not causing damage to team members (including the player) is an option in the fomod during install.

Posted (edited)

Latest version for ND:  May be a game issue with textures but I encountered a pillory defeat scenario.  Can't remember this happening before.  The text anounced it was a pillory defeat.  3 rounds of assault after being defeated.  The pillory was visible during the defeat scenes but invisible between the defeat scenes.  (sex scenes).  Probably my game  but thought I would include a papyrus log just in case.  So fun to be consistent through the mulltile defeat scenes in the same furniture.  Funny issue.  All of the assualters were not from the fort (full of bandits) I was trying to assault. They were from a Stormcloak band that was nearby.  Saved the game after getting free and clear of the fort.  In case this will help.

Papyrus.0.log

Edited by TFor2
Posted

Yo,

First of all thank you for this amazing mod, after years of using SL Defeat I switched to ND and not regretting it one bit. A question if I may, when I cap the death defeat chance to 100 right after the defeat sequence starts my character is sent to the afterlife scenario with no animations in between. Am I missing a dependency or something?

Posted
2 hours ago, piandao06 said:

Yo,

First of all thank you for this amazing mod, after years of using SL Defeat I switched to ND and not regretting it one bit. A question if I may, when I cap the death defeat chance to 100 right after the defeat sequence starts my character is sent to the afterlife scenario with no animations in between. Am I missing a dependency or something?

Not sure I understand the question. To me it sounds like you are changing the settings in the MCM right after a defeat started? Sounds odd, if it is indeed how I read it, why would you even do that?

Posted
1 hour ago, Talesien said:

Not sure I understand the question. To me it sounds like you are changing the settings in the MCM right after a defeat started? Sounds odd, if it is indeed how I read it, why would you even do that?

My apologies for the misunderstanding;

No, I set the values BEFORE the defeat has started, yet during the defeat my character only does the initial surrender animations and the scene moves on to the afterlife stage.

Posted

Hey all,

 

Thank you for the mod. It is amazing and I have been using it for a while without notable issues. 

 

I am wondering if it is possible to change the furniture that the player character is bound to after the defeat scenario. I have encountered many different furniture scenarios and I hope to have the ability to change them like I could with animations. Is there a way to do this?

 

Thanks!

Posted (edited)
9 hours ago, piandao06 said:

My apologies for the misunderstanding;

No, I set the values BEFORE the defeat has started, yet during the defeat my character only does the initial surrender animations and the scene moves on to the afterlife stage.

Hmm, that's quite odd, can't say I experience that. Did you upgrade from an earlier version and had the Beta feature enabled in that perhaps?
Two things to test:
1.) Start a new game and check if it happens there as well.
2.) If yes, try combat surrender and see if it happens there as well.

Edited by Talesien
Posted
38 minutes ago, Talesien said:

Hmm, that's quite odd, can't say I experience that. Did you upgrade from an earlier version and had the Beta feature enabled in that perhaps?
Two things to test:
1.) Start a new game and check if it happens there as well.
2.) If yes, try combat surrender and see if it happens there as well.

It is the latest version and both options you mentioned did yield the same result i mentioned.

Posted
1 hour ago, piandao06 said:

It is the latest version and both options you mentioned did yield the same result i mentioned.

OK, then I'm stumped. It might be some setting or perhaps something in your setup, but sorry I've no idea. Hopefully Nymra can shine some light on it.

Posted

Just an FYI - Slavers mod updated.  Continuing to monitor this myself. 

 

Posted (edited)

Does anyone have a recommendation on the settings for ND to work w/ Player Death Aftermath? Thx!

Edited by bevo67
Posted
3 hours ago, bevo67 said:

Does anyone have a recommendation on the settings for ND to work w/ Player Death Aftermath? Thx!

Hmm, isn't Player Death Aftermath intended to set in AFTER you died? While Naked Defeats main function is to prevent you from dying? Seems mutual exclusive. Of course you could use all other features of ND, except the defeat option, appears nonsensical to me, but as always YMMV. Simply set you defeat chance (that bright red setting under Defeat) to 0 or whatever other chance of having ND step in and save your ass from PDA you wish to have. Should do the trick.

 

Posted (edited)
1 hour ago, Talesien said:

Hmm, isn't Player Death Aftermath intended to set in AFTER you died? While Naked Defeats main function is to prevent you from dying? Seems mutual exclusive. Of course you could use all other features of ND, except the defeat option, appears nonsensical to me, but as always YMMV. Simply set you defeat chance (that bright red setting under Defeat) to 0 or whatever other chance of having ND step in and save your ass from PDA you wish to have. Should do the trick.

 

yeah - that makes perfect sense - its just that PDA mentions ND as semi-compatible and ND does have "ND death chance" but that seems like the PC going to hell (or whatever the lore-friendly version of that is).. i thought I might be misunderstanding something. Thanks!

Edited by bevo67
Posted (edited)

In case someone else has experienced this.  Decided to try the Beta Defeat again.  This was not a defeat.  It was public punishment.  In Whiterun talking to the companions when it triggered.  I had a dagger equipped and it was destroyed when I went to the crawl position waiting to find the right spot for the punishment.   I normally only have my mage spells loaded when in a city.  Prefer no weapons showing when walking around.  Not sure this was intended.  Just in case it was a bug, attaching the log.  

Papyrus.0.log

Edited by TFor2
Posted

Beta again.  I entered a dungeon.  Equipped my bound sword which is saved in ND.  Destroyed the bound sword out of combat but in the dungeon.  Equipped my dagger.  Destroyed my dagger.  Defeated a bandit with magic.  Had a bow and a dagger.  Equipped the dagger and replaced the destroyed one.  The bow was not replaced when equipped.  I must be doing something wrong.  All the weapons were saved and simply destroyed when I tried to equip them before entering combat.  

Papyrus.0.log

Posted

Hi,

 

I used to play around with the beta version of this mod for a while, and tried using the newest version with the latest patch, but keep getting this annoying error when i do a consistence check in FNIS.

 

I don't have any previous versions installed, i made sure the load order was all good, I disabled all addon mods that were related to this one. The old beta version i had doesn't have this issue. Despite having messed around with Skyrim mods for years, I'm still a dumbass that has no idea what could be causing this. Sorry if i haven't provided enough information, I'm not used to running into issues like this.

 

Screenshot(19).png.eea889fc97ae9fa23fca801f5a4b3dad.png

Posted
10 minutes ago, Necroboi said:

Hi,

 

I used to play around with the beta version of this mod for a while, and tried using the newest version with the latest patch, but keep getting this annoying error when i do a consistence check in FNIS.

 

I don't have any previous versions installed, i made sure the load order was all good, I disabled all addon mods that were related to this one. The old beta version i had doesn't have this issue. Despite having messed around with Skyrim mods for years, I'm still a dumbass that has no idea what could be causing this. Sorry if i haven't provided enough information, I'm not used to running into issues like this.

 

Screenshot(19).png.eea889fc97ae9fa23fca801f5a4b3dad.png

While irritating and worth fixing, those are harmless.

Posted
On 9/18/2024 at 11:42 PM, snowmanjj said:

Getting this error every time I'm knocked by bandits.

 

#ERROR Actor invalid (ask for support) HasRaceKey: Humans

 

scene doesn't play and I'm immediately attacked again.

Are you using SexLab P+? That's a known issue if you're using that.

Posted
2 hours ago, bevo67 said:

yeah - that makes perfect sense - its just that PDA mentions ND as semi-compatible and ND does have "ND death chance" but that seems like the PC going to hell (or whatever the lore-friendly version of that is).. i thought I might be misunderstanding something. Thanks!

That only happens under special circumstances, like death from extreme falling damage (or not so extreme, depending on what you set it too). I think it was also supposed to be an option for critical strikes, but not sure if that's already in the current version, I think it might be but among the beta features.

Posted (edited)

I made some quick tests with the falling damage by jumping from a veeeery high cliff (SkyAltar or something like that):

 

1st test: afterlife scenario was triggered (at least I think it is. A black room with a boardwalk). Red text said I am going to be raped and tortured by creatures, but then nothing happened. Could that be because I had disabled "Allow creature enemies for sex" at that time?

 

2nd test: I then enabled "Allow creature enemies for sex" with all options enabled under "Humanoids" (no animals) and jumped again. This time, no afterlife scenario triggered, but got raped by a frost troll in the middle of the very steep mountain slope.

 

3rd test: with "Allow creature enemies for sex" with all options still enabled under "Humanoids" (no animals) and jumping again. Again no afterlife scenario triggered, but got raped by a dremora with whipping and DD, again in the middle of the steep mountain slope.

 

- Is this expected behaviour?

- Are enabled creatures necessary for the afterlife scenario to work?

- Is there a way to ONLY trigger the afterlife scenario after falling damage?

 

 

Edited by Gudulba
Posted (edited)
20 hours ago, kantoboii said:

Are you using SexLab P+? That's a known issue if you're using that.

Yes I was. I've since moved on from P+, normal Sexlab worked fine before so I'm gonna stick with it. Although the animations starting super fast was nice...

Edited by snowmanjj
Posted
3 hours ago, snowmanjj said:

Yes I was. I've since moved on from P+, normal Sexlab worked fine before so I'm gonna stick with it. Although the animations starting super fast was nice...

Yep, is nice - hopefully it'll play nicer with other mods like this in the future.

Posted
On 2/25/2024 at 6:13 PM, beetlebug123 said:

I keep getting "# Error: starting solo 1" and "Nobody there to fuck you this time" when there is only one enemy around. I have the scan radius set to 5000 and the npc is right next to me. Anybody else have this problem or know a fix? Fore Play works.

 

Also the naked defeat simple slavery outcome ends up spawning like 30 bandits, half of which become hostile then end up downing you again.

 

Being new to Skyrim modding Google brought me here for the "Nobody there to fuck you this time" problem, but since I couldn't find the solution anywhere I will share it, for it took a lot of time and frustration to work it out on my own. 

 

Long story short, it's not an ND problem, it's a you problem. You didn't read the manual, so you didn't register your animations in the SLAL section of MCM and rebuild your SL Library. It works like a charm after you do it.

Posted (edited)

Tested the mod for the first time since the update, and it's pretty good with a lot of cool animations. I have some feedback and questions though. Things that can be improved or added, and it's most practical to put it in points, because it's quite extensive. Naked Defeat has potential to be a fuck/punishment fest while still being semi-realistic, with a few extra features quality of life features.

* I had a lot of lag if I reloaded in combat. It seems like it needs to go through some setup process to play things smoothly. When I was defeated(without waiting like 2 min first) combat resumed in the middle of defeat, and I figured out that if you stop combat you can wait until it goes to the next step. Not very immersive though. Is this normal or because I have a lot of script heavy mods?(turned off any mod that didn't need to be active at the time).

 

* I was defeated by 6 bandits and sometimes I still only had 2 stages of ChainFuck. Why is that? You don't know if the mod picked all the actors if it states that there will only be 2 stages. Maybe I'll get two 4P, or just two 2P animations with the rest left out(And why would a fully functional male not want to fuck an attractive female adventurer who are free for the taking? Maybe gay or not functional? Lol). So for the sake of immersion, make the mod include all actors within range, with reservation for engine limitations. Maybe put a cap at 10, I don't know. Or add an option to have maximum possible stages if the number of actors are enough(I.E. 3 for 3 actors. If there are more you can get gangbangs).

* It's unrealistic if the same actor takes part twice, and with SLSO it gets awkward. To remedy that you can give the option of blocking an actor from being picked if it was already included in a previous scene, and with a cooldown, just like in SL Defeat(Sorry but I like that mod and am used to its features). It didn't happen often for me, so maybe there is some form of restriction, but sometimes it felt more random than following a pattern.

 

* An option to disible the "Squicky clean" scenario would be nice. Because it has impact on the next stage by removing any items you are wearing that would have made the scene sexier(High heels, accessories and even collision rings). Sure, you can equip them later but high heels will change the height of the player in animations. You could put it in the DD scenarios that are already optional.


* An option for setting the minimum value of items stolen, like in SL Defeat, would also be practical, and realistic(Because why would they steal a pebble worth 1 septim? Not to mention the AddItemMenu misc item that is only for quality of life, or anything with no value). Not completely necessary, but it gives players some control over what can be stolen(in case they want to keep their fancy Dint SMP hairstyle or shoes). 😃

Edited by RoninDog
Posted (edited)
On 9/26/2024 at 2:51 AM, Gudulba said:

I made some quick tests with the falling damage by jumping from a veeeery high cliff (SkyAltar or something like that):

 

1st test: afterlife scenario was triggered (at least I think it is. A black room with a boardwalk). Red text said I am going to be raped and tortured by creatures, but then nothing happened. Could that be because I had disabled "Allow creature enemies for sex" at that time?

 

2nd test: I then enabled "Allow creature enemies for sex" with all options enabled under "Humanoids" (no animals) and jumped again. This time, no afterlife scenario triggered, but got raped by a frost troll in the middle of the very steep mountain slope.

 

3rd test: with "Allow creature enemies for sex" with all options still enabled under "Humanoids" (no animals) and jumping again. Again no afterlife scenario triggered, but got raped by a dremora with whipping and DD, again in the middle of the steep mountain slope.

 

- Is this expected behaviour?

- Are enabled creatures necessary for the afterlife scenario to work?

- Is there a way to ONLY trigger the afterlife scenario after falling damage?

 

 

Afterlife is the boardwalk.  Should have been a dremora or creature rape while there.  And I do believe  you need Allow Creature Enemies... checked.  For sex with anything but humans, I think you need this checked.  Not being sent to afterlife could be related to your creature settings.  Nymra script question.  

 

I know little about modding but from what I have seen, everything is random with this mod.  Some percentages can be adjusted of course or outcomes prevented.  I am not a good player and get defeated all the time so I see ND working a lot.  5 defeat scenarios inside Bleak Falls Barrow is an example.  And it is never the same.  1 round of sex, whipping, escape game.  3 rounds of sex, no whipping, escape game.  2 rounds of sex, whipping, 2 rounds again, escape game, slavery.  Throw robbery in their as well.    

 

Your description of fall damage seems to follow this pattern of being random unless it is a creature setting issue.  I have only seen the afterlife once even with the latest version of ND but have not intentionally jumped off of a mountain peak to test it either.  Personally,  I doubt any outcome is 100% even if you set it that way.  Even with setting whipping at 100%, in game it is around 60% of the time for me.  

 

This is why I love this mod.  It's random outcomes.  For me, I let go of expectations when I get defeated.  I don't expect something to happen.  I like that I don't know exactly what will occur.  Basically, I don't care what ND does to me.  I just want it to handle things when I am defeated so I won't be scared when I play.  In essence, do what you want with me after I get defeated but let me live.  I will return and try again.   To me, this is immersion.  

 

Re: your questions, I always "Allow Enemy Creatures for Sex"- all types.  But encounters usually happen when creatures spank my bottom in a fight not fall damage.  Afterlife is new to the most recent updates and is an exciting addition but it is new.  Perhaps falling and getting creature raped is you being knocked unconscious and wake up to a wild creature wanting you.  The way I would wrap my head around it. 

 

Nymra is a genius and loves this mod.   He will return with an updated masterpiece.  He always has.  (sorry for the long narrative)

Edited by TFor2

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