Nymra Posted January 7, 2025 Author Posted January 7, 2025 On 11/9/2024 at 2:58 PM, Talesien said: 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). SS outcome currently is hard coded at 1% escape chance.
Nymra Posted January 7, 2025 Author Posted January 7, 2025 On 11/13/2024 at 5:51 AM, Burensc said: 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 as I mentioned often. BaboDialogue is the problem, not Naked Defeat. But I will see if the newere versions of BaboDialogue are changed.... Basically I need BaboDialogue to send out ModEvents when it starts, so Naked Defeat can shut up in the meantime. Babo Mods are great, I like them, but they usually all just care for themselves
Burensc Posted January 7, 2025 Posted January 7, 2025 (edited) 2 hours ago, Nymra said: as I mentioned often. BaboDialogue is the problem, not Naked Defeat. But I will see if the newere versions of BaboDialogue are changed.... Basically I need BaboDialogue to send out ModEvents when it starts, so Naked Defeat can shut up in the meantime. Babo Mods are great, I like them, but they usually all just care for themselves Nymra WELCOME BACK 😀 That's unfortunate about Babo compatibility, the only mods I've ever made were damage/health modifiers in Xedit. So I wasn't trying to judge. Compatibility with other mods is mainly an inconvenience though because you can set the different mods to trigger at different health and other thresholds. I set SL Defeat to work only with NPC vs NPC/player aggressor with player victim off, ND on bleedout, and Babo at 5-10% health so if it's a babo scenario I am at a disadvantage. The SL Defeat and ND solution works, I have not really tested the Babo because of other problems in my current mod list. The bigger issues I have been having is 1)NPCs running away after I'm Defeated. When I lose the NPCs run back to their original non aggro location and it's too far away for a valid actor . 2) lag from the crawling. Going back a bunch of pages I suggested using a leash mechanism instead of crawl. When the player is defeated they get shackled and collared and forced to follow the NPC that won (or ranking NPC that won). It would cut down on the number of events from getting defeated to getting fucked. You should play Oblivion and the PSE (Player Slave Encounters) mod you will see exactly what I'm talking about. If you need a mod list for Oblivion just ask. If your just seeing what type of mod I'm talking about and not planning a serious playthrough just get a simple OMod nude body and don't worry about OCO Seemless and high graphics body mods. Just LoversRapers, PSE, and their dependancies with a nude body mod. I think it would solve my NPC running away problems and would cut lag drastically for those of us using laptop potatos My previous postings of the need for a leash issue start on page 158 of your comments section on November 5 2024 Edited January 7, 2025 by Burensc
belegost Posted January 7, 2025 Posted January 7, 2025 (edited) 3 hours ago, Nymra said: I dont think DDs should be removed at the moment. I never said it was a DD collar. I said it's non-lockable. It has (I assume) attached script that gives a debuff if it's not worn. It takes the same slot as collars, but it is (intentionally) not a Devious Device. The debuff can't be gotten rid of unless the character puts it on, services the owner of that collar and then keeps wearing it afterwards all the time. Unequipping it, even for a moment gives the debuff again. There is a reason why it was made like that but the details are irrelevant. What is relevant is that ND equips stuff I don't want equipped and it has no option to turn this feature off or even choose what kind of stuff is being equipped. In my opinion it's a massive overlook in the design. Yes, you claim it would look stupid if stuff was not equipped but it's up to the user to decide what he/she finds "immersive" and customise to their own liking. There should be an option to turn equipping ZAZ items off in some form and sooner rather than later. Customisation is important. I like how ND works in general. I can see a lot of work has been put into making sure it's stable and so far it has been working very reliable for me. But this one aspect is something I really can't get over with. It's like a speck of dust under the eyelid. A small thing that gets more and more irritating as time goes on, and ultimately ruins the whole experience. And frankly I don't like ZAZ and only keep it because two or three mods I use as a staple require it. I never use any of the devices or functions from it myself. I don't like how it looks and how it works. ZAZ/ZAP is, at this point, and with currently available modern modding tools, an ancient technology. A relic which should be phased out and forgotten. Edited January 7, 2025 by belegost
Nymra Posted January 7, 2025 Author Posted January 7, 2025 1 hour ago, Burensc said: Nymra WELCOME BACK 😀 That's unfortunate about Babo compatibility, the only mods I've ever made were damage/health modifiers in Xedit. So I wasn't trying to judge. Compatibility with other mods is mainly an inconvenience though because you can set the different mods to trigger at different health and other thresholds. I set SL Defeat to work only with NPC vs NPC/player aggressor with player victim off, ND on bleedout, and Babo at 5-10% health so if it's a babo scenario I am at a disadvantage. The SL Defeat and ND solution works, I have not really tested the Babo because of other problems in my current mod list. The bigger issues I have been having is 1)NPCs running away after I'm Defeated. When I lose the NPCs run back to their original non aggro location and it's too far away for a valid actor . 2) lag from the crawling. Going back a bunch of pages I suggested using a leash mechanism instead of crawl. When the player is defeated they get shackled and collared and forced to follow the NPC that won (or ranking NPC that won). It would cut down on the number of events from getting defeated to getting fucked. You should play Oblivion and the PSE (Player Slave Encounters) mod you will see exactly what I'm talking about. If you need a mod list for Oblivion just ask. If your just seeing what type of mod I'm talking about and not planning a serious playthrough just get a simple OMod nude body and don't worry about OCO Seemless and high graphics body mods. Just LoversRapers, PSE, and their dependancies with a nude body mod. I think it would solve my NPC running away problems and would cut lag drastically for those of us using laptop potatos My previous postings of the need for a leash issue start on page 158 of your comments section on November 5 2024 Leash in skyrim is .... a hell in itself. I am working on a different solution. I try to make the actors actually stay and gather around the PC. I tried to manipulate the "spectator crowds" mod for that purpose, but that one is too focused on sex scenes. So I now just try to make my own "spectators", just without comments for now. Since I am not using the CK it is a bit annoying to work with NPCs and scenes etc....
Nymra Posted January 7, 2025 Author Posted January 7, 2025 48 minutes ago, belegost said: I never said it was a DD collar. I said it's non-lockable. It has (I assume) attached script that gives a debuff if it's not worn. It takes the same slot as collars, but it is (intentionally) not a Devious Device. The debuff can't be gotten rid of unless the character puts it on, services the owner of that collar and then keeps wearing it afterwards all the time. Unequipping it, even for a moment gives the debuff again. There is a reason why it was made like that but the details are irrelevant. is it a single collar? I could add a simple fix for that specific mod by scanning for the collar before equipping my own. Which mod and collar it is exactly? Quote What is relevant is that ND equips stuff I don't want equipped and it has no option to turn this feature off or even choose what kind of stuff is being equipped. In my opinion it's a massive overlook in the design. Yes, you claim it would look stupid if stuff was not equipped but it's up to the user to decide what he/she finds "immersive" and customise to their own liking.There should be an option to turn equipping ZAZ items off in some form and sooner rather than later. Customisation is important. this is debateable. Customization is a ton of work and every option I add has the potential of people beeing stupid. So if I allow ppl to turn the ZaZ off, there will be just more support requests because ppl do not understand what it does. so.... stuff like that I want to handle "outside" of the MCM. Dont get me wrong, I 100% understand you. I fix mods myself these days, meaning I change the scripts of other mods to suit my playstyle more. Often my needs are not even worth asking the mod author to ever add an option for it... basically. 48 minutes ago, belegost said: like how ND works in general. I can see a lot of work has been put into making sure it's stable and so far it has been working very reliable for me. But this one aspect is something I really can't get over with. It's like a speck of dust under the eyelid. A small thing that gets more and more irritating as time goes on, and ultimately ruins the whole experience. And frankly I don't like ZAZ and only keep it because two or three mods I use as a staple require it. I never use any of the devices or functions from it myself. I don't like how it looks and how it works. ZAZ/ZAP is, at this point, and with currently available modern modding tools, an ancient technology. A relic which should be phased out and forgotten. I dont use anything from ZaZ, only its animations and furnitures. I was thinking about just moving all the furnitures and animations over to Naked Defeat, but that is also alot of work and in the end would mean, for many users, that they have duplicates of them (so even more Anim Files without a real need for it). Naked Defeats Furniture Bondage system relies 100% on ZaZ. DD contraptions will most likely not even come close to the resources Zap provides, not in years. So yeah, Zap as a framework is outdated, but it is a valuable modders resource and will probably stay like that for quite a while. In other words: without ZAP Naked Defeat would not exist and I probably would not play skyrim anymore.
Talesien Posted January 7, 2025 Posted January 7, 2025 4 hours ago, belegost said: What is relevant is that ND equips stuff I don't want equipped and it has no option to turn this feature off or even choose what kind of stuff is being equipped. In my opinion it's a massive overlook in the design. Honestly, that is pretty much par for the course. A LOT of mods, especially LL mods do that. You are also pretty much the first person to complain about it, so it's likely not that much of a deal. I suspect it's partly because you were (rightfully) pissed about it. However, in the case at hand, it would be on the author of the Deviously Accessible mod to at least add some keywords, so other mods have a chance to know that they should not mess with that item. That is the right way to do it (and how most DD compatible mods do it). Relying on user settings, puts the onus for this on said user, when really it's the mod authors that should take care of these things.
UsernameTaken666 Posted January 7, 2025 Posted January 7, 2025 I’ll add my two cents. Mod authors create and / or change what THEY desire. They share their work graciously. They do not have ANY responsibility to cater to the whim of every fucking user. Use the mod or don’t. Pretty fucking simple imho. 2
belegost Posted January 7, 2025 Posted January 7, 2025 (edited) 3 hours ago, Talesien said: I suspect it's partly because you were (rightfully) pissed about it. I still am. Mostly because I thought that I had finally found what I was looking for in terms of defeat mods and was crushingly disappointed. Still am. But that's on me. Quote Customization is a ton of work and every option I add has the potential of people beeing stupid. So if I allow ppl to turn the ZaZ off, there will be just more support requests because ppl do not understand what it does. See, that's the thing. You seem to assume everyone uses all the functions of ND. What I want is just a reliable defeat and rape scenario. ND does that well. It handles distant enemies, handles massive damage, handles DOTs, plays the scene(s) and lets you walk/crawl away safe distance before re-aggroing enemies. That's basically almost perfect and way more reliable than a lot of other defeat mods I've tested out (and I did test a bunch). But I consider everything bar that a feature creep, and frankly, a bloat. I am not interested in whipping, tying to furniture, golden showers or bukkake. Having to watch your character squirm for up to several minutes with nothing else to do is the opposite of fun. I like the "get defeated, get raped, we're done, move on" situations. If set up properly, ND does exactly that with that little pet peeve I mentioned. Since I have almost everything else turned off, and I am not getting tied to furnitures, I do not buy the reasoning behind equipping ZAZ devices. Especially since ND is the only mod that does it and has no setting to make it optional. Surprisingly, If those were ACTUAL Devious Devices, and not ZAZ I would've been okay with that, took it at face value and not complain. Since ZAZ is non-lockable there is no gameplay-mechanic tied to it which would make stuff more interesting. Trying to get rid of that locked collar could be a nice piece of emergent gameplay. That's partially the reason why I like DD so much. Not because I'm a fan of BDSM, but because it has such an unpredictable nature and can lead you in totally new direction. ZAZ can just be taken off, there is no mechanic tied to it, therefore I consider it fluff and fluff should be optional. 6 hours ago, Nymra said: is it a single collar? I could add a simple fix for that specific mod by scanning for the collar before equipping my own. Which mod and collar it is exactly? Thank you, but I'm not sure this is worth the effort. I've already moved past the stage where it was relevant. I am fully aware how I come across in all of this, but see my reply to Talesien. One sometimes can't contain one's emotions, especially when a feeling of disappointment is at play. Should probably just moved on instead of posting what is basically a badly disguised rant. I'm sorry for invading your thread like that, not one of my best moments. Edited January 7, 2025 by belegost
Talesien Posted January 7, 2025 Posted January 7, 2025 2 hours ago, belegost said: Since I have almost everything else turned off, and I am not getting tied to furnitures, I do not buy the reasoning behind equipping ZAZ devices. Especially since ND is the only mod that does it and has no setting to make it optional. Surprisingly, If those were ACTUAL Devious Devices, and not ZAZ I would've been okay with that, took it at face value and not complain. Since ZAZ is non-lockable there is no gameplay-mechanic tied to it which would make stuff more interesting. Trying to get rid of that locked collar could be a nice piece of emergent gameplay. That's partially the reason why I like DD so much. Not because I'm a fan of BDSM, but because it has such an unpredictable nature and can lead you in totally new direction. ZAZ can just be taken off, there is no mechanic tied to it, therefore I consider it fluff and fluff should be optional. Ok, that is actually something worth looking into. IIRC the devices get applied only after the sexlab sequence. If the captivity chance is set to 0 I think those devices should not get applied either, they make no sense without the bondage scene.
belegost Posted January 7, 2025 Posted January 7, 2025 (edited) 23 minutes ago, Talesien said: IIRC the devices get applied only after the sexlab sequence Actually I get devices applied at the start of scenario, before SL scene. Goes like this: get defeated enter crawl stance press hotkey after finding a spot character transitions from crawl to a defeated pose ZAZ gets equipped (named na_de somethingsomething) wait for SL to start SL scene/scenes crawl stance scenario ends ZAZ devices remains equipped and in inventory. At this point I just toss them away. They have no value but they do have weight, and even Laura won't buy them. And since they can't be further played with or lead to other emergent gameplay, they are useless to me. Finding a blacksmith or a mage willing to unlock DD devices for a reasonable price as fast as possible is a huge part of what I like about DD. Not the devices themselves or their mechanics, but the fact that it can be very chaotic and adds a breath of fresh air and unpredictability to a game I had been playing for almost 13 years now and know better than the back of my own hand. While ZAZ is just there for the sake of being there. Its boring and its annoying. Like an unwanted guest. Edited January 7, 2025 by belegost
Burensc Posted January 7, 2025 Posted January 7, 2025 8 hours ago, Nymra said: Leash in skyrim is .... a hell in itself. I am working on a different solution. I try to make the actors actually stay and gather around the PC. I tried to manipulate the "spectator crowds" mod for that purpose, but that one is too focused on sex scenes. So I now just try to make my own "spectators", just without comments for now. Since I am not using the CK it is a bit annoying to work with NPCs and scenes etc.... Aren't NPCs one of the most taxing things on the Bethesda game engine? How could spawning in more NPCs and doing crowd control possibly be more demanding than a leash? Oblivion's 2006 NPC pathing is dumb as a sack of hammers and the leash works flawless in that game. Why don't you at least make the PC teleport (with fade to black option for the teleport). The NPC that lands the final blow when the "first crawl" is supposed to take place, you instead teleport to the victorious NPC. Instead of having the NPC run back to base which is too far away from you. It would put the player in the heart of the bandit camp making the escape crawl actually means something. You also get the benefit of NOT spawning in new NPCs, which would reduce the demands on the game engine. Spawning in new NPCs is one of the worst immersion breaking parts of this mod.
Talesien Posted January 7, 2025 Posted January 7, 2025 16 minutes ago, Burensc said: Why don't you at least make the PC teleport (with fade to black option for the teleport). The NPC that lands the final blow when the "first crawl" is supposed to take place, you instead teleport to the victorious NPC. Instead of having the NPC run back to base which is too far away from you. It would put the player in the heart of the bandit camp making the escape crawl actually means something. The problem with that is, it also takes away your ability to find a suitable spot for what is to come. As a result you will oftentimes end up with SexLab scenes half buried in a slope, wall, rock, etc. and even the furniture might end up positioned in a bush, tree, table, etc. Dunno about you, but I consider that less than ideal. It solves one problem at the cost of (re)introducing (because it's a common problem with many other defeat mods) another. Yes, you can then stop and move the SexLab scene, but if you go through several rounds, you will end up getting ported back and having to reposition again, and again. Not to mention, the SL reposition mechanism is clunky at best. I certainly prefer the current setup (perhaps because I rarely encounter the problem you've, which sounds a bit like it might be caused by an unhealthy large aggro radius in your game, or alternatively you tend to kite the mobs).
Nymra Posted January 7, 2025 Author Posted January 7, 2025 7 hours ago, belegost said: I still am. Mostly because I thought that I had finally found what I was looking for in terms of defeat mods and was crushingly disappointed. Still am. But that's on me. See, that's the thing. You seem to assume everyone uses all the functions of ND. What I want is just a reliable defeat and rape scenario. ND does that well. It handles distant enemies, handles massive damage, handles DOTs, plays the scene(s) and lets you walk/crawl away safe distance before re-aggroing enemies. That's basically almost perfect and way more reliable than a lot of other defeat mods I've tested out (and I did test a bunch). But I consider everything bar that a feature creep, and frankly, a bloat. I am not interested in whipping, tying to furniture, golden showers or bukkake. Having to watch your character squirm for up to several minutes with nothing else to do is the opposite of fun. I like the "get defeated, get raped, we're done, move on" situations. If set up properly, ND does exactly that with that little pet peeve I mentioned. Since I have almost everything else turned off, and I am not getting tied to furnitures, I do not buy the reasoning behind equipping ZAZ devices. Especially since ND is the only mod that does it and has no setting to make it optional. Surprisingly, If those were ACTUAL Devious Devices, and not ZAZ I would've been okay with that, took it at face value and not complain. Since ZAZ is non-lockable there is no gameplay-mechanic tied to it which would make stuff more interesting. Trying to get rid of that locked collar could be a nice piece of emergent gameplay. That's partially the reason why I like DD so much. Not because I'm a fan of BDSM, but because it has such an unpredictable nature and can lead you in totally new direction. ZAZ can just be taken off, there is no mechanic tied to it, therefore I consider it fluff and fluff should be optional. I do know that ppl use this mod only partially and it is intended to be usefull for that (some for example use it only for the SS outcomes, etc. 7 hours ago, belegost said: Thank you, but I'm not sure this is worth the effort. I've already moved past the stage where it was relevant. ND wants to be as compatible as possible and other mods use collars too. Its not a big deal to add a check. THe list of problems concerning collars is long tho. 1. Naked Defeat does only use the MESH and TEXTURE of the Zaz Collars, not the keywords or any other mechanic. The ND collars completely "optical" only and that is intended. 2. As soon as I get to Devious Devices integration I want to add an option to get DDs instead of the current items. 3. I will add a keyword check to the collar, preventing the replacement of items with the "SexlabNoStrip" keyword. You can add that keyword via Sexlab (set the item to not beeing stripped) if it does not have it natively (or just edit the ESP/ask the mod author if its not there). Should be a good addition. 7 hours ago, belegost said: I am fully aware how I come across in all of this, but see my reply to Talesien. One sometimes can't contain one's emotions, especially when a feeling of disappointment is at play. Should probably just moved on instead of posting what is basically a badly disguised rant. I'm sorry for invading your thread like that, not one of my best moments. Nevermind, I rage on Game Devs since 20 years now. I know the feeling from both sides. And I have quite the temper ^^ Basically, I m just curious about how I can fix problems that appear, since it can improve the mod also for other players and fairly often also for myself.
Nymra Posted January 7, 2025 Author Posted January 7, 2025 4 hours ago, belegost said: Actually I get devices applied at the start of scenario, before SL scene. Goes like this: get defeated enter crawl stance press hotkey after finding a spot character transitions from crawl to a defeated pose ZAZ gets equipped (named na_de somethingsomething) wait for SL to start SL scene/scenes crawl stance scenario ends ZAZ devices remains equipped and in inventory. At this point I just toss them away. They have no value but they do have weight, and even Laura won't buy them. And since they can't be further played with or lead to other emergent gameplay, they are useless to me. Finding a blacksmith or a mage willing to unlock DD devices for a reasonable price as fast as possible is a huge part of what I like about DD. Not the devices themselves or their mechanics, but the fact that it can be very chaotic and adds a breath of fresh air and unpredictability to a game I had been playing for almost 13 years now and know better than the back of my own hand. While ZAZ is just there for the sake of being there. Its boring and its annoying. Like an unwanted guest. I plan on actually making the items useful too for the planned prostitution feature. The items can be used to pose as a bound whore and earn money from BDSM sessions. The collars I plan on allowing a player to pose as a slave and be treated differently in a city (just immersion stuff tho). But that are only ideas. Ofc all collars will work for that, not only those from Nade. Note: Nade_items are purely cosmetic, they have no keywords.
Nymra Posted January 7, 2025 Author Posted January 7, 2025 3 hours ago, Burensc said: Aren't NPCs one of the most taxing things on the Bethesda game engine? How could spawning in more NPCs and doing crowd control possibly be more demanding than a leash? Oblivion's 2006 NPC pathing is dumb as a sack of hammers and the leash works flawless in that game. Why don't you at least make the PC teleport (with fade to black option for the teleport). The NPC that lands the final blow when the "first crawl" is supposed to take place, you instead teleport to the victorious NPC. Instead of having the NPC run back to base which is too far away from you. It would put the player in the heart of the bandit camp making the escape crawl actually means something. You also get the benefit of NOT spawning in new NPCs, which would reduce the demands on the game engine. Spawning in new NPCs is one of the worst immersion breaking parts of this mod. 3 hours ago, Talesien said: The problem with that is, it also takes away your ability to find a suitable spot for what is to come. As a result you will oftentimes end up with SexLab scenes half buried in a slope, wall, rock, etc. and even the furniture might end up positioned in a bush, tree, table, etc. Dunno about you, but I consider that less than ideal. It solves one problem at the cost of (re)introducing (because it's a common problem with many other defeat mods) another. Yes, you can then stop and move the SexLab scene, but if you go through several rounds, you will end up getting ported back and having to reposition again, and again. Not to mention, the SL reposition mechanism is clunky at best. I certainly prefer the current setup (perhaps because I rarely encounter the problem you've, which sounds a bit like it might be caused by an unhealthy large aggro radius in your game, or alternatively you tend to kite the mobs). This is actually something I am working on for a long time. Better actor selection, better immersion, a better "starting scene" basically. A leash will most likely not be part of it. I guess the NPC that run away have their reasons, it usually does not happen for me (never had that problem). You can try to increase the search radius. Or just make it an immersion thing that the NPCs just have no interest in you for some reason, hehe. But I get the overall idea. And yeah, its beeing worked on. BTW: the NPC spawned by this mod despawn at the end. I also try to improve the immersion, spawning them further away, etc. And you SHOULD be able to completely disable them with "NymSpawnService" turned OFF (report back if that is not the case)
belegost Posted January 7, 2025 Posted January 7, 2025 (edited) I started to run into problems with creature enemies. After defeat scenario ends, the player remains invulnerable to further damage after crawling away and getting up. Already confirmed it against several different enemies in two different locations: spiders, draugr and skeevers. Going through load doors and/or saving and reloading does not fix it. I have not yet verified if that means the character remains perma-invulnerable for the rest of the game. Double tgm does not have any effect. Disable/enable playercontrols does not work. Ctrl+shift+K doesn't work and has its own issues (see below). So far the only solution is to load earlier save and just not get defeated. Up until now I had only dealt with human enemies and everything seemed to work fine. I noticed the problem with creatures only recently when I finally started delving into dungeons. Whether this is an issue specifically with creatures or some recent development that borked the whole thing, including previously working human enemies, I have yet to verify. Separate issue: Ctrl+shift+K ragdolls the character and takes away any control over it. It can't be regained, the character can equip weapons but will not move, and furniture can't be used. Camera can be rotated around in third person, but in first person, while the camera can be rotated, if there are unsheathed weapons, the body render remains in place, while only the camera rotates. For all intents and purposes this option is entirely unusable. For some reason I can't get papyrus log, even though logging is enabled in skyrim.ini. I must've turned it off somewhere else and I can't remember where. If I get it working I'll post it here. Edited January 7, 2025 by belegost
Nymra Posted January 7, 2025 Author Posted January 7, 2025 50 minutes ago, belegost said: I started to run into problems with creature enemies. After defeat scenario ends, the player remains invulnerable to further damage after crawling away and getting up. Already confirmed it against several different enemies in two different locations: spiders, draugr and skeevers. Going through load doors and/or saving and reloading does not fix it. I have not yet verified if that means the character remains perma-invulnerable for the rest of the game. Double tgm does not have any effect. Disable/enable playercontrols does not work. Ctrl+shift+K doesn't work and has its own issues (see below). So far the only solution is to load earlier save and just not get defeated. Up until now I had only dealt with human enemies and everything seemed to work fine. I noticed the problem with creatures only recently when I finally started delving into dungeons. Whether this is an issue specifically with creatures or some recent development that borked the whole thing, including previously working human enemies, I have yet to verify. Separate issue: Ctrl+shift+K ragdolls the character and takes away any control over it. It can't be regained, the character can equip weapons but will not move, and furniture can't be used. Camera can be rotated around in third person, but in first person, while the camera can be rotated, if there are unsheathed weapons, the body render remains in place, while only the camera rotates. For all intents and purposes this option is entirely unusable. For some reason I can't get papyrus log, even though logging is enabled in skyrim.ini. I must've turned it off somewhere else and I can't remember where. If I get it working I'll post it here. Check if you HP is stuck at 100000 or something.... I could never fix that bug. I guess ppl had stackdumps during Naked Defeat and the HP Boost was not removed. When pressing "K" outside of combat (to change hairstyle nomally) has a built in fix for that , tho. Other than that, no explanation. Godmode can be stuck but fixed with TGM HP can be stuck, but fixed with K (or player.modav health in console). Both are important because on some Games whipping can do damage or other stuff can happen that kills the PC while in the scenario. CTRL + SHIFT + K was a first attempt for a universal Debug that failed. Its alot more complicated than anticipated and I am still working on that on the side... because basically I rather put the work into Naked Defeat working better and not requiring that
belegost Posted January 8, 2025 Posted January 8, 2025 51 minutes ago, Nymra said: Check if you HP is stuck at 100000 or something.... Did not look at it. But it's not that I had massive amounts of health, I was simply taking no damage at all. Anyway, in my settings K is used for something else, I changed the key to G because it was the only one left that was available. 100 keys and I ran out of them in Skyrim... even in E:D I never used that many.
Nuascura Posted January 8, 2025 Posted January 8, 2025 On 1/7/2025 at 8:40 AM, Nymra said: Bathing in Skyrim in loverslab is more advanced There's an updated one on LL??? 🫤
Nymra Posted January 8, 2025 Author Posted January 8, 2025 (edited) 1 hour ago, Nuascura said: There's an updated one on LL??? 🫤 "updated" as in a patch for the official base version. might be most ppl on LL already use it and then its indeed already "old"... But it is a compatible version since it... well.... communicates with other mods. I dont know if that new Nexus version uses ModEvents or removes Tattoos from "FadeTattoos" and "RapeTattoos" Feel free to inform me Edited January 8, 2025 by Nymra
Nuascura Posted January 8, 2025 Posted January 8, 2025 (edited) 1 hour ago, Nymra said: "updated" as in a patch for the official base version. might be most ppl on LL already use it and then its indeed already "old"... But it is a compatible version since it... well.... communicates with other mods. I dont know if that new Nexus version uses ModEvents or removes Tattoos from "FadeTattoos" and "RapeTattoos" Feel free to inform me Ah gotcha. I'm the author of the new Nexus' BiS "Renewed" version. I've carried over Mono's changes and integrations + all the other open permission community contributions. Mono's had some issues with dirt-bathing desync, and some other issues you wouldn't notice unless you had OCD /s. So I patched his tweak's issues and merged it with Haz's superior waterfall detection. Then I added more on top of it all with an upgraded animation and washing logic. We may even get additional features (like blood decal removal) thanks to Scrab's SE-exclusive Papyrus Extender. Basically, all his additions are preserved where we're concerned, so BISR is superior to all BIS versions per my Nexus description. You can check commits and the cumulative changelog on my repo. No reason to use BISR on LE because Mono's Tweaked version is sufficient and BISR wouldn't work, anyway. But on SE, integrations with BiS relative to other mods/frameworks (ex. SLSF, SLS) is insignificant and there are more community features to utilize, so SE users really have no reason not to use BISR instead (if they aren't stuck with KIC or DNB). Edited January 8, 2025 by Nuascura 1
Nymra Posted January 8, 2025 Author Posted January 8, 2025 (edited) 1 hour ago, Nuascura said: Ah gotcha. I'm the author of the new Nexus' BiS "Renewed" version. I've carried over Mono's changes and integrations + all the other open permission community contributions. Mono's had some issues with dirt-bathing desync, and some other issues you wouldn't notice unless you had OCD /s. So I patched his tweak's issues and merged it with Haz's superior waterfall detection. Then I added more on top of it all with an upgraded animation and washing logic. We may even get additional features (like blood decal removal) thanks to Scrab's SE-exclusive Papyrus Extender. Basically, all his additions are preserved where we're concerned, so BISR is superior to all BIS versions per my Nexus description. You can check commits and the cumulative changelog on my repo. No reason to use BISR on LE because Mono's Tweaked version is sufficient and BISR wouldn't work, anyway. But on SE, integrations with BiS relative to other mods/frameworks (ex. SLSF, SLS) is insignificant and there are more community features to utilize, so SE users really have no reason not to use BISR instead (if they aren't stuck with KIC or DNB). ah, nice to hear! very cool! thx for reaching out. Now I m kinda sad I m still on LE, but well, one time maybe... finally ^^ I will add your BIS to the mod description and Soft Dependencies of Naked Defeat. The reports sounded like BIS on Nexus did not work with Naked Defeat, but I guess ppl just asked before testing it themselves.... Btw: I managed the "Blood Decal Removal" with an invisible Body armor (basically a mesh without a mesh) that is equipped and uneqiupped during the bathing sequence. Not perfect, but the best I could achieve on LE. This only happens when bathing via Naked Defeat ofc. Do you mind me using the new animations for BISR for Naked Defeat? I added my own bathing hotkey and animation sequence. Edited January 8, 2025 by Nymra
Nuascura Posted January 8, 2025 Posted January 8, 2025 (edited) 27 minutes ago, Nymra said: The reports sounded like BIS on Nexus did not work with Naked Defeat, but I guess ppl just asked before testing it themselves.... SE does need some adjustments. nade_calmquest_qf_scr.psc line 1736 nade_configquest_scr line 302, 2277, 5057. Also removal in line 1879 (mzinWaterUtil is wholly deprecated across all BiS SE versions) nade_playeralias_scr line 1380, 1455 That's all I saw, but it's all soft stuff, really. I justified changing the plugin name slightly because the forms were compacted for an ESPFE. 27 minutes ago, Nymra said: Do you mind me using the animations for Naked Defeat? I added my own bathing hotkey and animation sequence. I wanna say go ahead, but the bundled female animations belong to bakafactory. They're really open, though, so I'm sure they'll let you if you ask. Edited January 8, 2025 by Nuascura
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