Burensc Posted November 7, 2024 Posted November 7, 2024 (edited) 7 minutes ago, TFor2 said: I'm sorry it was such a disappointment. In a dungeon, I don't get the "run away" issues. Outdoors, yes. I may have adjusted something so when I selected "K" as in finding a spot, the bad guy or creature would be triggered. I see your point though. Not really immersive for a sabre cat to stroll 100 yds away while the process to start defeat happens. I don't recall if bandits wondered away. Probably but I can't recall. If you find another defeat mod you like I would be interested. I have loved the variety that ND offers other than sex and done but always looking to learn about other options. I have been trying other defeat mods for Skyrim and I ended up just using Defeat (Bane version) 😞 ND worked pretty well just over a year ago but now it's been probamatic. I was building a mod list before AE1130 and my Skyrim got completely fucked updating to AE1130 and now AE1170. So I stopped Skyrim altogether until now. I im amazed nothing on Skyrim works like PSE pared with loversRapers for Oblivion. ND is close, I really want it to work. I think some of my "run away" problem is Bandits added by a other mod(s). As they run back to their spawn and must have a decent radar distance. Problem would be solved with a leash. Edited November 7, 2024 by Burensc
StripedWhite Posted November 7, 2024 Posted November 7, 2024 Any chance of getting an option to disable notifications for getting your armor stripped in combat? I think it would be cool to not find out what armour pieces you've lost until after the fight, or even back in town if you don't check yourself too often.
Guest Posted November 7, 2024 Posted November 7, 2024 2 hours ago, Burensc said: I have been trying other defeat mods for Skyrim and I ended up just using Defeat (Bane version) 😞 ND worked pretty well just over a year ago but now it's been probamatic. I was building a mod list before AE1130 and my Skyrim got completely fucked updating to AE1130 and now AE1170. So I stopped Skyrim altogether until now. I im amazed nothing on Skyrim works like PSE pared with loversRapers for Oblivion. ND is close, I really want it to work. I think some of my "run away" problem is Bandits added by a other mod(s). As they run back to their spawn and must have a decent radar distance. Problem would be solved with a leash. I agree about the add-on bandits. Some do and some don't. If you are rebuilding from nothing like me, I am looking at this mod list. It is actively being refined and includes everything from zero to dyndolod. Latest game version and all mods are linked. Makes it easy to load. Hopefully.
kaydens1234 Posted November 9, 2024 Posted November 9, 2024 Is it possible to set easier escape with the simple slavery outcome scenario?
kaasballon Posted November 9, 2024 Posted November 9, 2024 On 11/7/2024 at 2:43 AM, Talesien said: News to me, but Pandora still struggles with a number of LL mods, so I wouldn't be surprised. Can you elaborate? Nvm brother, i fixed it! and uhhh....I read you got NFF to work with ND? so far my followers get back up at defeat and just run around in circles while im raped lol, also the MCM says theres no active followers found any idea?
Talesien Posted November 9, 2024 Posted November 9, 2024 56 minutes ago, kaasballon said: Nvm brother, i fixed it! and uhhh....I read you got NFF to work with ND? so far my followers get back up at defeat and just run around in circles while im raped lol, also the MCM says theres no active followers found any idea? Well, I run ND with the Follower Protection enabled (ND - Combat - Follower Protection Options - recover from bleedout). That way combat does not end until the follower is also defeated (and if he manages to win or at least stall until I recover, even better). I also set the sex options so that followers also get it. That said, ND only handles up to two followers gracefully, with three or more things can get a little ... odd. I would guess though, your problem is more that ND does not even realize you have a follower. Did you try if it happens with different followers too? Some followers are not set up the regular way (for example if you have to import the follower into NFF, instead of it adding the follower automatically, that's a red flag). Pretty sure ND relies on the follower to be in the 'PotentialFollowerFaction', some followers that use their own recruiting mechanism/dialogue rather than the standard "Follow me, I need your help." are not in the that faction and only get added to the 'PlayerFollowerFaction' by a script specific to that follower. You tried to enter the Follower manually in the MCM? (Not sure if that option actually works, never had to use it.) You could also check if Real-Time Follower Count in NFF is active. 1
Talesien Posted November 9, 2024 Posted November 9, 2024 3 hours ago, kaydens1234 said: Is it possible to set easier escape with the simple slavery outcome scenario? You could try the wiggle success chance, that did work in earlier versions. Not sure it still does. Note that it only works if set before the scenario starts (i.e. you better set it before the auction is over).
Talesien Posted November 9, 2024 Posted November 9, 2024 (edited) On 11/7/2024 at 6:39 PM, Burensc said: I think some of my "run away" problem is Bandits added by a other mod(s). As they run back to their spawn and must have a decent radar distance. Problem would be solved with a leash. Honestly if the mod added bandits have such an unrealistically high aggro radius, that's a problem in itself and has nothing to do with ND. Still you can try to increase the outdoor scan radius, say to 10k, 15k, 20k. Problem is it becomes increasingly more likely to pick up other NPC's that weren't part of the fight, but are closer. Edited November 9, 2024 by Talesien
Burensc Posted November 9, 2024 Posted November 9, 2024 4 hours ago, Talesien said: Honestly if the mod added bandits have such an unrealistically high aggro radius, that's a problem in itself and has nothing to do with ND. Still you can try to increase the outdoor scan radius, say to 10k, 15k, 20k. Problem is it becomes increasingly more likely to pick up other NPC's that weren't part of the fight, but are closer. I have like 7 mods that add more bandits. Using free cam I don't think their radar distance is too extreme for lore, game mechanism of ambushing player, and providing a challenging experience... also ND it seemed to work fine last year before 1130. I think only one new bandit mod was added since then. You are right could be another mod from my end. Still my leash suggestion stands. It's just a suggestion not an entitled demand, I think you could compress the "all is lost" and "enemies are deciding who goes first" into one event reducing the script and solving the enemies run away problem, and even if the enemies don't run too far away if they run away at all it's immersion breaking. But I don't know how hard it is to implement a leash, but I know it has been done.... just something to consider
kaasballon Posted November 9, 2024 Posted November 9, 2024 5 hours ago, Talesien said: Well, I run ND with the Follower Protection enabled (ND - Combat - Follower Protection Options - recover from bleedout). That way combat does not end until the follower is also defeated (and if he manages to win or at least stall until I recover, even better). I also set the sex options so that followers also get it. That said, ND only handles up to two followers gracefully, with three or more things can get a little ... odd. I would guess though, your problem is more that ND does not even realize you have a follower. Did you try if it happens with different followers too? Some followers are not set up the regular way (for example if you have to import the follower into NFF, instead of it adding the follower automatically, that's a red flag). Pretty sure ND relies on the follower to be in the 'PotentialFollowerFaction', some followers that use their own recruiting mechanism/dialogue rather than the standard "Follow me, I need your help." are not in the that faction and only get added to the 'PlayerFollowerFaction' by a script specific to that follower. You tried to enter the Follower manually in the MCM? (Not sure if that option actually works, never had to use it.) You could also check if Real-Time Follower Count in NFF is active. thanks for the reply man, youre very helpful ive configured my ND settings as you have and unfortunately the follower still doesnt get fucked. PC and follower both go down and enter bleedout, but follower stands up after 5-10 seconds and proceeds to attack again while PC is busy with attacker. NFF realtime is active, and ive used this list https://en.uesp.net/wiki/Category:Skyrim-Factions-PotentialFollowerFaction to find a suitable follower to test. No luck yet
Talesien Posted November 9, 2024 Posted November 9, 2024 1 hour ago, kaasballon said: thanks for the reply man, youre very helpful ive configured my ND settings as you have and unfortunately the follower still doesnt get fucked. PC and follower both go down and enter bleedout, but follower stands up after 5-10 seconds and proceeds to attack again while PC is busy with attacker. NFF realtime is active, and ive used this list https://en.uesp.net/wiki/Category:Skyrim-Factions-PotentialFollowerFaction to find a suitable follower to test. No luck yet That's odd, seems something is interfering, perhaps a papyrus log could shine some light on it.
Talesien Posted November 9, 2024 Posted November 9, 2024 2 hours ago, Burensc said: I have like 7 mods that add more bandits. Using free cam I don't think their radar distance is too extreme for lore, game mechanism of ambushing player, and providing a challenging experience... also ND it seemed to work fine last year before 1130. I think only one new bandit mod was added since then. You are right could be another mod from my end. Still my leash suggestion stands. It's just a suggestion not an entitled demand, I think you could compress the "all is lost" and "enemies are deciding who goes first" into one event reducing the script and solving the enemies run away problem, and even if the enemies don't run too far away if they run away at all it's immersion breaking. But I don't know how hard it is to implement a leash, but I know it has been done.... just something to consider As I understand it, one of the reasons why the preparation phase takes that long is that ensuring all actors are properly pacified and stay that way until the PC gets up again in the end (or is spirited away) proved quite the challenge. No idea on leashing systems, the two I know are both papyrus intensive and meant only for the player, not for NPC's. There are probably some for NPC's, but not sure how papyrus friendly they are, especially if you want to leash several NPC's (could be up to twelve in theory, if you have two followers and you plus your followers each end up with a fivesome). At any rate until Nymra reappears nothing is going to happen in that regard. I doubt though it's the game version, as people are using ND on 1170 just fine. (While I'm currently on still on 640 I made a 1170 LO a few weeks back, while that had numerous problems and got abandoned since, ND worked fine for me in the limited testing I had.)
Burensc Posted November 9, 2024 Posted November 9, 2024 51 minutes ago, Talesien said: As I understand it, one of the reasons why the preparation phase takes that long is that ensuring all actors are properly pacified and stay that way until the PC gets up again in the end (or is spirited away) proved quite the challenge. No idea on leashing systems, the two I know are both papyrus intensive and meant only for the player, not for NPC's. There are probably some for NPC's, but not sure how papyrus friendly they are, especially if you want to leash several NPC's (could be up to twelve in theory, if you have two followers and you plus your followers each end up with a fivesome). At any rate until Nymra reappears nothing is going to happen in that regard. I doubt though it's the game version, as people are using ND on 1170 just fine. (While I'm currently on still on 640 I made a 1170 LO a few weeks back, while that had numerous problems and got abandoned since, ND worked fine for me in the limited testing I had.) I think how PSE works is it makes the player their own "Player Slave faction" no one attacks Player Slave faction. But can still attack the bandits that own the player But I don't know much about making mods like this not my skill set, so maby your right about Papyrus.. has Nymr been gone a while? Has He/she said they would be away awhile?
Talesien Posted November 10, 2024 Posted November 10, 2024 2 hours ago, Burensc said: I think how PSE works is it makes the player their own "Player Slave faction" no one attacks Player Slave faction. But can still attack the bandits that own the player But I don't know much about making mods like this not my skill set, so maby your right about Papyrus.. has Nymr been gone a while? Has He/she said they would be away awhile? About two months now, he did take a leave of absence before, but he informed us about it before. This time he just vanished without a word, worries me a bit.
Burensc Posted November 10, 2024 Posted November 10, 2024 On 9/18/2024 at 10:09 AM, Tylerja said: any word on sexlab defeat/practical defeat bridge? i only ask because going through some mods it appears they require those ill try to make a note of which are asking for which defeat mods and if its not integrated yet I have used ND side by side with Defeat (Bane version) you just turn player victim off in defeat and then ND and Defeat work fine together 1
Guest Posted November 11, 2024 Posted November 11, 2024 I'm at a crossroads about defeat mods and looking for ideas. ND and like defeat mods were used to protect me from dying. The added bonus was a little fun or punishment for being stupid B during combat. I kept my PC weak (clothing only) so I have to fight smart with weapons, magic and tactics. Keeps me engaged in the combat side of the game and brings some anxiety without the wet panties level of anxiety. If I disable Bleedout in ND for compatibility with other mods (seeing more of them these days) or even another defeat mod like Battle F.ck, defeat is limited to random chance and not player ability. I'm concerned combat will become mundane. I'd be basically invulnerable until that random chance strip or potion, or whatever occurred. Even that slavery mod that is being developed can't have bleedout defeats for it to work. (forgive me if I misread that). Wondering what others are doing. Is your defeat mod XYZ set to start defeat when your health reaches zero? If not, do you still find the game challenging not worrying about your health? What are your defeat mods and how do you configure them so you can be defeated? The other issue is the last time I played, I found a mod added dragon I simply could not defeat. 5 rounds of defeat. Generally I give up but others I keep trying. Can't use Babo Dialogue with bleedout defeat either. Not sure why on that one. It's a creepy mod anyway but another example I thought of. Just looking for ideas. Thank you.
Talesien Posted November 12, 2024 Posted November 12, 2024 (edited) 2 hours ago, TFor2 said: I'm at a crossroads about defeat mods and looking for ideas. ND and like defeat mods were used to protect me from dying. The added bonus was a little fun or punishment for being stupid B during combat. I kept my PC weak (clothing only) so I have to fight smart with weapons, magic and tactics. Keeps me engaged in the combat side of the game and brings some anxiety without the wet panties level of anxiety. If I disable Bleedout in ND for compatibility with other mods (seeing more of them these days) or even another defeat mod like Battle F.ck, defeat is limited to random chance and not player ability. I'm concerned combat will become mundane. I'd be basically invulnerable until that random chance strip or potion, or whatever occurred. Even that slavery mod that is being developed can't have bleedout defeats for it to work. (forgive me if I misread that). Wondering what others are doing. Is your defeat mod XYZ set to start defeat when your health reaches zero? If not, do you still find the game challenging not worrying about your health? What are your defeat mods and how do you configure them so you can be defeated? The other issue is the last time I played, I found a mod added dragon I simply could not defeat. 5 rounds of defeat. Generally I give up but others I keep trying. Can't use Babo Dialogue with bleedout defeat either. Not sure why on that one. It's a creepy mod anyway but another example I thought of. Just looking for ideas. Thank you. That is a complex question and probably requires that we first remember what 'punishments' for dying games usually have. If we ignore the rare example where you actually have to start over it comes down to: Loss of time, loss of experience, loss of equipment and loss of skill. Loss of experience is pretty much reserved to Jailtime in Skyrim. The base game simply uses loss of time (by means of reload to the last save). Defeat mods tend to also use loss of time, just in different ways (whisked away to safety in a nearby or random inn for example, or with more adult oriented ones getting raped). In addition they can also add loss of equipment (i.e. it either gets stolen [and might be recoverable] or even destroyed) and sometimes there is also loss of skill (either via debuffs which might need some remedy or vanish over time, or by getting bound in some devious devices). That's about it all 'punishments for dying' I know of fit in one of those groups. So it comes down to finding something that you might find a sufficient 'punishing', without being so annyoing that you rather go back to the last save anyway that is. I think your problem might be that you have/want to many adult mods simultanously. We've all been there (at least I've), not all of those work well together. Yes Baka Dialogue is bit problematic with ND, but that goes for almost any defeat mod except the Baka version of Defeat. If you absolutely want to use both you pretty much need to disable ND while in combat with an opponent from Baka Dialogue. Perhaps Nymra can build in something to take care of it, but I doubt it will get a high priority. (On a positive note, I managed to contact him, he should be back in the foreseeable future.) So my first advice would be, don't try to use too many SL mods together, especially not those that are pretty far reaching. It's easy to have say Lauras Bondage Shop, Deviously Pink and Captured Dreams together for example, while they are kinda similar in what they do, it's mostly player controlled which mod gets used when. So that works. On the other hand combining say Slaverun, Sexlab Survival and Submissive Lola will work decidedly less well and cause some jarring clashes, due to how these mods assume the world is set up. (Ok Slaverun really goes well with only a selected few other mods). Take it slow, chose your mods not by "that sounds hot" and try to shoehorn them all together into a single LO. Rather, try and build a theme. You can always play the other mods another time with a different themed load order, they are not going away (well at least if you DL them first they won't).^^ To answer your question, I play ND with bleedout and even with the possibility to recover if my followers manage to hang in there long enough. I still find it sufficiently challenging (YMMV), if I lose I will lose time to the defeat scenes ND then starts and have a decent chance to get robbed and/or sold to simple slavery (those outcomes can be pretty punishing). So I'm kinda motivated not to lose. That said I also run a plethora of combat enhancements centered around BFCO (successor of ADXP/MCO), so combat is pretty engaging in itself. Edit: If I come upon a mod added beasty that is way too hard to defeat and has no business being there (i.e. say a level 50 Dermora Sorcerer in Bleak Falls Barrow), I simply silently call that mod author a cretin, open the console, target the beasty, type kill and hit return.) If it's simply in the way though and not stopping me from doing an essential quest ... well I can always come back later when I'm stronger ... and perhaps also bring a few friends. ^^ Edited November 12, 2024 by Talesien 1
Guest Posted November 12, 2024 Posted November 12, 2024 2 hours ago, Talesien said: That is a complex question and probably requires that we first remember what 'punishments' for dying games usually have. If we ignore the rare example where you actually have to start over it comes down to: Loss of time, loss of experience, loss of equipment and loss of skill. Loss of experience is pretty much reserved to Jailtime in Skyrim. The base game simply uses loss of time (by means of reload to the last save). Defeat mods tend to also use loss of time, just in different ways (whisked away to safety in a nearby or random inn for example, or with more adult oriented ones getting raped). In addition they can also add loss of equipment (i.e. it either gets stolen [and might be recoverable] or even destroyed) and sometimes there is also loss of skill (either via debuffs which might need some remedy or vanish over time, or by getting bound in some devious devices). That's about it all 'punishments for dying' I know of fit in one of those groups. So it comes down to finding something that you might find a sufficient 'punishing', without being so annyoing that you rather go back to the last save anyway that is. I think your problem might be that you have/want to many adult mods simultanously. We've all been there (at least I've), not all of those work well together. Yes Baka Dialogue is bit problematic with ND, but that goes for almost any defeat mod except the Baka version of Defeat. If you absolutely want to use both you pretty much need to disable ND while in combat with an opponent from Baka Dialogue. Perhaps Nymra can build in something to take care of it, but I doubt it will get a high priority. (On a positive note, I managed to contact him, he should be back in the foreseeable future.) So my first advice would be, don't try to use too many SL mods together, especially not those that are pretty far reaching. It's easy to have say Lauras Bondage Shop, Deviously Pink and Captured Dreams together for example, while they are kinda similar in what they do, it's mostly player controlled which mod gets used when. So that works. On the other hand combining say Slaverun, Sexlab Survival and Submissive Lola will work decidedly less well and cause some jarring clashes, due to how these mods assume the world is set up. (Ok Slaverun really goes well with only a selected few other mods). Take it slow, chose your mods not by "that sounds hot" and try to shoehorn them all together into a single LO. Rather, try and build a theme. You can always play the other mods another time with a different themed load order, they are not going away (well at least if you DL them first they won't).^^ To answer your question, I play ND with bleedout and even with the possibility to recover if my followers manage to hang in there long enough. I still find it sufficiently challenging (YMMV), if I lose I will lose time to the defeat scenes ND then starts and have a decent chance to get robbed and/or sold to simple slavery (those outcomes can be pretty punishing). So I'm kinda motivated not to lose. That said I also run a plethora of combat enhancements centered around BFCO (successor of ADXP/MCO), so combat is pretty engaging in itself. Edit: If I come upon a mod added beasty that is way too hard to defeat and has no business being there (i.e. say a level 50 Dermora Sorcerer in Bleak Falls Barrow), I simply silently call that mod author a cretin, open the console, target the beasty, type kill and hit return.) If it's simply in the way though and not stopping me from doing an essential quest ... well I can always come back later when I'm stronger ... and perhaps also bring a few friends. ^^ I'm not sure how to respond but to say I truly enjoyed what you wrote. The principle of knowing what a mod does and how it can overlap with another mod is something a truly need to consider. I need to avoid selecting mods just to see what will happen. I've never used any of the mods you listed but understand the principle I think. (Babo Dialogue being an exception but it was a one off attempt from a recommendation.) Right or wrong, I play to enjoy relationships in my fantasy world. It's not about domination, quests, combat or becoming a hero. But the world has to have purpose and a friend to travel with. Skyrim seems to work for me as my mod list is about creating a pretty world. Walking through it is enough for me with my friends. And I have two special companions I love to share time with. I'm relatively new to LL and all the mods it offers and perhaps was blinded by the options. Reviewing every new mod I find wondering if it can augment and make the game more enjoyable is a mental trap for me I need to be aware of. Thank you for what you wrote. Your direct narrative has made me realize that ND is serving its purpose in a better way than I realized. It simply works well and serves its purpose. You reference a loss of time. Time was never the issue. Being afraid to play was my issue. Too afraid to engage or explore. I've never been good at combat and run away more than I fight. I literally have only one game and only played one other and it was not a combat mod. The immersion into the game led me to physically shake as I played simply too anxious to enjoy the game and some unpleasant side effects on occasion. With ND, I relaxed and can play now without being scared even though I still jump quite often when surprised. ND allowed me to play. Without it, I don't think I would or at least without another defeat mod. I do thank you for the setting suggestion which I had not tried. I will try them. I don't know what you mean by YMMV or BFCO. I'll stay where I am. Vanilla with some better animations. It is enough for me. If I get more comfortable with using the console, I may consider your philosophy for handling the super bad guys. I'll work on it. Finally, the news that Nymra is ok was the best news you could share. Thank you again.
Talesien Posted November 12, 2024 Posted November 12, 2024 8 hours ago, TFor2 said: I'm not sure how to respond but to say I truly enjoyed what you wrote. The principle of knowing what a mod does and how it can overlap with another mod is something a truly need to consider. I need to avoid selecting mods just to see what will happen. I've never used any of the mods you listed but understand the principle I think. (Babo Dialogue being an exception but it was a one off attempt from a recommendation.) Right or wrong, I play to enjoy relationships in my fantasy world. It's not about domination, quests, combat or becoming a hero. But the world has to have purpose and a friend to travel with. Skyrim seems to work for me as my mod list is about creating a pretty world. Walking through it is enough for me with my friends. And I have two special companions I love to share time with. I'm relatively new to LL and all the mods it offers and perhaps was blinded by the options. Reviewing every new mod I find wondering if it can augment and make the game more enjoyable is a mental trap for me I need to be aware of. Thank you for what you wrote. Your direct narrative has made me realize that ND is serving its purpose in a better way than I realized. It simply works well and serves its purpose. You reference a loss of time. Time was never the issue. Being afraid to play was my issue. Too afraid to engage or explore. I've never been good at combat and run away more than I fight. I literally have only one game and only played one other and it was not a combat mod. The immersion into the game led me to physically shake as I played simply too anxious to enjoy the game and some unpleasant side effects on occasion. With ND, I relaxed and can play now without being scared even though I still jump quite often when surprised. ND allowed me to play. Without it, I don't think I would or at least without another defeat mod. I do thank you for the setting suggestion which I had not tried. I will try them. I don't know what you mean by YMMV or BFCO. I'll stay where I am. Vanilla with some better animations. It is enough for me. If I get more comfortable with using the console, I may consider your philosophy for handling the super bad guys. I'll work on it. Finally, the news that Nymra is ok was the best news you could share. Thank you again. As for the "loss of time", it might not be an issue for you, but your approach to the game is, while certainly not unique, somewhat unusual. Most players have goals they want to achieve (even if they might not be aware of it) and so ending up with a load screen or a ND scenario slows them down. That is a "loss of time punishment" from a game/mod developer's point of view. Of course with the ND does it, we might not perceive it as such (or only sometimes, like when I end up going to SimpleSlavery and then say in 'A Bondage adventure' which just means you are slapped into a dozen different devices and have to bunny hop over half of Skyrim to where you will be freed. Now THAT is loss of time ... I so hate everything that slows down my movement speed.) YMMV = Your Mileage May Vary BFCO: https://www.nexusmods.com/skyrimspecialedition/mods/117052 As for vanilla combat, didn't you state you used Aylis Modlist? While that lacks a Combat overhaul per se (far as I can see, might have missed something though, it's quite the list), it certainly overhauls all animations, the magic system and the perks, so it's kinda vanilla'esque, but also kinda not. ^^ Finally, given how you described your playstyle, did you consider Chim/AIFF? (With or without MinAI.) Main drawback would be the cost, that seems moderate, unless you play a LOT. It should make your companions feel much more alive though.
Burensc Posted November 13, 2024 Posted November 13, 2024 (edited) On 11/11/2024 at 5:54 PM, Talesien said: That is a complex question and probably requires that we first remember what 'punishments' for dying games usually have. If we ignore the rare example where you actually have to start over it comes down to: Loss of time, loss of experience, loss of equipment and loss of skill. Loss of experience is pretty much reserved to Jailtime in Skyrim. The base game simply uses loss of time (by means of reload to the last save). Defeat mods tend to also use loss of time, just in different ways (whisked away to safety in a nearby or random inn for example, or with more adult oriented ones getting raped). In addition they can also add loss of equipment (i.e. it either gets stolen [and might be recoverable] or even destroyed) and sometimes there is also loss of skill (either via debuffs which might need some remedy or vanish over time, or by getting bound in some devious devices). That's about it all 'punishments for dying' I know of fit in one of those groups. So it comes down to finding something that you might find a sufficient 'punishing', without being so annyoing that you rather go back to the last save anyway that is. I think your problem might be that you have/want to many adult mods simultanously. We've all been there (at least I've), not all of those work well together. Yes Baka Dialogue is bit problematic with ND, but that goes for almost any defeat mod except the Baka version of Defeat. If you absolutely want to use both you pretty much need to disable ND while in combat with an opponent from Baka Dialogue. Perhaps Nymra can build in something to take care of it, but I doubt it will get a high priority. (On a positive note, I managed to contact him, he should be back in the foreseeable future.) So my first advice would be, don't try to use too many SL mods together, especially not those that are pretty far reaching. It's easy to have say Lauras Bondage Shop, Deviously Pink and Captured Dreams together for example, while they are kinda similar in what they do, it's mostly player controlled which mod gets used when. So that works. On the other hand combining say Slaverun, Sexlab Survival and Submissive Lola will work decidedly less well and cause some jarring clashes, due to how these mods assume the world is set up. (Ok Slaverun really goes well with only a selected few other mods). Take it slow, chose your mods not by "that sounds hot" and try to shoehorn them all together into a single LO. Rather, try and build a theme. You can always play the other mods another time with a different themed load order, they are not going away (well at least if you DL them first they won't).^^ To answer your question, I play ND with bleedout and even with the possibility to recover if my followers manage to hang in there long enough. I still find it sufficiently challenging (YMMV), if I lose I will lose time to the defeat scenes ND then starts and have a decent chance to get robbed and/or sold to simple slavery (those outcomes can be pretty punishing). So I'm kinda motivated not to lose. That said I also run a plethora of combat enhancements centered around BFCO (successor of ADXP/MCO), so combat is pretty engaging in itself. Edit: If I come upon a mod added beasty that is way too hard to defeat and has no business being there (i.e. say a level 50 Dermora Sorcerer in Bleak Falls Barrow), I simply silently call that mod author a cretin, open the console, target the beasty, type kill and hit return.) If it's simply in the way though and not stopping me from doing an essential quest ... well I can always come back later when I'm stronger ... and perhaps also bring a few friends. ^^ I didn't know Babo is not compatible with ND... I would say that should be a higher priority than compatible with defeat, especially since you can make Defeat compatible with ND by simply turning off player victims in Defeat. Also which Defeat would Nymra make compatible? Baka or Bane? I would say Babo is a better mod to make compatible since it has quests/Encounters. I should write the other guy this opinion but the best defeat mods are PSE and LoversRapers, OBCE (Oblivion combat extender) is also better than anything I have tried on Slyrim. All 3 of these mods are your only options for Oblivion, but you don't need options with mods this good. I personally like OBCE better than LoversRapers because of the Dialogue as well as the ability to pick a fight for a brawl or duel to get a sexy Finnish. Unfortunately OBCE is less reliable because it was a WIP and mostly Finnished but not totally. The main feature missing is the Spell menu so In order to configure it you need to use the ini file and only the ini file Edited November 13, 2024 by Burensc
Burensc Posted November 13, 2024 Posted November 13, 2024 On 11/11/2024 at 9:55 PM, TFor2 said: I'm not sure how to respond but to say I truly enjoyed what you wrote. The principle of knowing what a mod does and how it can overlap with another mod is something a truly need to consider. I need to avoid selecting mods just to see what will happen. I've never used any of the mods you listed but understand the principle I think. (Babo Dialogue being an exception but it was a one off attempt from a recommendation.) Right or wrong, I play to enjoy relationships in my fantasy world. It's not about domination, quests, combat or becoming a hero. But the world has to have purpose and a friend to travel with. Skyrim seems to work for me as my mod list is about creating a pretty world. Walking through it is enough for me with my friends. And I have two special companions I love to share time with. I'm relatively new to LL and all the mods it offers and perhaps was blinded by the options. Reviewing every new mod I find wondering if it can augment and make the game more enjoyable is a mental trap for me I need to be aware of. Thank you for what you wrote. Your direct narrative has made me realize that ND is serving its purpose in a better way than I realized. It simply works well and serves its purpose. You reference a loss of time. Time was never the issue. Being afraid to play was my issue. Too afraid to engage or explore. I've never been good at combat and run away more than I fight. I literally have only one game and only played one other and it was not a combat mod. The immersion into the game led me to physically shake as I played simply too anxious to enjoy the game and some unpleasant side effects on occasion. With ND, I relaxed and can play now without being scared even though I still jump quite often when surprised. ND allowed me to play. Without it, I don't think I would or at least without another defeat mod. I do thank you for the setting suggestion which I had not tried. I will try them. I don't know what you mean by YMMV or BFCO. I'll stay where I am. Vanilla with some better animations. It is enough for me. If I get more comfortable with using the console, I may consider your philosophy for handling the super bad guys. I'll work on it. Finally, the news that Nymra is ok was the best news you could share. Thank you again. For me mods like ND and defeat have two purposes. 1) i really do have a rape kink. 2) punishment for failure and use as a game mechanic. When you die/get defeated in Skyrim.. what happens? You reload a save, in many cases you get all your potions and consumables back and now you know what too expect from that dungeon/boss. But if you didn't die (which in most casual Encounters with bandits at least) the reality would be capture. Or at least left for dead and wake up at an INN. As Talesien stated death alternatives give you more punishment than reloading a save. But how much punishment? A mod like Naked Defeat, Defeat or PSE will rob you (depending on settings) hold you ransom and you lose time, but allows you to fight your way out right their on the spot. You might make a walk of shame back to town to get your old armor, maby you lose the dice rolls or can't fight your way out so you stay put, or sold into slavery. The thing I like about ND and PSE is I can resist on the spot and try and salvage the situation. As opposed to other mods that black screen to the worst punishment possible. As for compatibility, Talesien said what I'm about to say but I will put it different. you just turn certain features off or down on certain mods. So for example ND is set to bleedout, also set to my sexual preference and my slavery and escape chance, defeat is set to only handle player aggressor and NPC vs NPC. I did not know BAbo was not compatible with bleedout (I have not ac played my Skyrim mod list, Todd broke it last year going to AE 1130 and 1170, so I stopped playing and waited a year and I'm still rebuilding my list). Since Babo isn't compatible I either need to uninstall it or maby I can turn the "Defeated" settings to between 20% and 10% health so the Babo enemies defeat me before I go below 10% and all other go to Bleedout and ND (or whatever other defeat mod I end up using) since I know very little about making mods and can't port My Oblivion favs to Skyrim. What I just outlined was what Talesien was talking about with each mod has a job. And even if they aren't explicitly compatible you can adjust their settings so they don't bump into each other.
Guest Posted November 13, 2024 Posted November 13, 2024 (edited) @Burensc @Talesien I do thank both of you for the defeat discussions. Trying to ensure compatibility will be important. Finding the right settings for the mods you use as well. Most of the mods listed during each of your comments I've never heard of or tried. Probably try and make adjustments to ND and stay with it for reliability. @Talesien The modlist that I had was built around Aylis list for the prior game version. Loaded onto my pc by a friend. I zapped it from my PC following an incident. Sort of an emotional release event which was a mistake. Oh, well. As I'm not much of a modder, I need to learn. One reason I ask questions. Each of you have provided me with strategies and thoughts for choosing which mods to use and how to make them work. I do appreciate both of you for that. PSE? Don't know it and I'm not going to play as a sexual aggressor so likely not needed. @Talesien The AI mods sound interesting but I like my 3 roommates and prefer not to get teased or kicked out for talking too loud when I play. 🤣 Thanks again for the help. Edited November 13, 2024 by TFor2
Burensc Posted November 13, 2024 Posted November 13, 2024 1 hour ago, TFor2 said: @Burensc @Talesien I do thank both of you for the defeat discussions. Trying to ensure compatibility will be important. Finding the right settings for the mods you use as well. Most of the mods listed during each of your comments I've never heard of or tried. Probably try and make adjustments to ND and stay with it for reliability. @Talesien The modlist that I had was built around Aylis list for the prior game version. Loaded onto my pc by a friend. I zapped it from my PC following an incident. Sort of an emotional release event which was a mistake. Oh, well. As I'm not much of a modder, I need to learn. One reason I ask questions. Each of you have provided me with strategies and thoughts for choosing which mods to use and how to make them work. I do appreciate both of you for that. PSE? Don't know it and I'm not going to play as a sexual aggressor so likely not needed. @Talesien The AI mods sound interesting but I like my 3 roommates and prefer not to get teased or kicked out for talking too loud when I play. 🤣 Thanks again for the help. PSE= player slave encounters... it is a mod for Oblivion not Skyrim. And the player is the victim only... if you want to be the aggressor (which you said you didn't). That would be "Lovers Slave Trade" or LST plus LST encounters and Bravil underground
MSEdgeView Posted November 14, 2024 Posted November 14, 2024 (edited) Is there any update on the exposure notifications containing only ";;;" ? I combed through the thread but only saw some reports about it but no solution. And another thing; would it be possible to add lower "random rolls" for the exposure system? Oh and is anyone getting the error with BATHING NOT INSTALLED? Edited November 14, 2024 by MSEdgeView
Talesien Posted November 14, 2024 Posted November 14, 2024 1 hour ago, MSEdgeView said: Is there any update on the exposure notifications containing only ";;;" ? I combed through the thread but only saw some reports about it but no solution. And another thing; would it be possible to add lower "random rolls" for the exposure system? Oh and is anyone getting the error with BATHING NOT INSTALLED? Probably not without Nymra taking a look, well except for switching off Public Punishments, that should take care of it, also disables the feature of course. Not directly, but you can adjust the general exposure chance, which kinda serves the purpose. It is looking for Bathing in Skyrim, which is required for the dirtyness weight, you could try setting that 0 and see if that helps. 1
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