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Naked Defeat AE/SE


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Posted
29 minutes ago, theprof90 said:

I'm starting a new game just now, will this update be safe to install midgame while using the current ND version? or should I simply wait?

I still aim for full backwards compatibility, I am using Naked Defeat on my own running games, so I give my best to make updates smooth.

 

Might even be better in the future, I think I found a way to even skip the "disable / enable / reload" dance. But one step after the other :D 

In short: not necessary to wait. 

Posted
1 hour ago, Nymra said:

Working on the Acheron bridge still with crajjj as tester, I think we are almost there... so meaning Acheron will be able to start Naked Defeat then. 

I'm sure some will be happy, as for me ... given that Acheron, intentionally at times, unintentionally at others fails to fire upon the PC's dead, I've no intention of using it. I tried it time and time again and time and time again it let me down. Until Scrab tells me that all those "bugs" have been ironed out, I'm not going to give Acheron another go. I might be more interested in ND calling Acheron, that could work, at least ND is solid in its core function (unless you meddle with the settings) and Acheron does offer a plethora of interesting functions, but a death alternative it is not.
The one core function of any death alternative mod has to be: "keep the PC from dying". I don't care for immersion, I don't care for the author's reasoning to decide otherwise in specific circumstances (you can always make those things optionally available, even activated by default for all I care). Lemme repeat, the one core function of a death alternative mod has to be: "keep the PC from dying". Otherwise, don't call it a death alternative, because it isn't. If I run a death alternative and the game reloads to the last save upon the PC's death, that's a bug, a hulking big one. Big enough to make the mod unusable until fixed, IMO. Certainly big enough to make it undesirable to me.
*Rant over, sorry, you kinda triggered me there.*

Posted
21 minutes ago, BaDante said:

Okay so a few more things i've been noticing and or features i think would be good to have in ND:

-An option to toggle off NDs voices or to divert ND to use the base Sexlab voices -> compatibility and people need to only get voicepacks for sexlab, it'll act for that.

 

I dont understand. 
"Voices"?
Naked Defeat plays its "moaning" sound via Sexlab.Moan Sounds, so if I understand you correctly this is already how it is. 

 

21 minutes ago, BaDante said:

-ND should probably have a signal to Sexlab while a scenario is playing which prevents the start of other animations, because many people play with a lot of different mods, Deviously helpless, deviously enslaved, Sexy adventures, etc etc. which have their own conditional scans and scenario/animation starters. I found myself deactivating such mods in their MCM immediately once a scenario was started by ND because issues arose a lot. ND's restoration feature has been helpful in fixing some, but not always

 

There is no "signal to sexlab". 
Naked Defeat does everything it can to achieve compatibility tho, so in 90% of cases it is the other mods who are "at fault"

Naked Defeat uses:
"DHLP suspend" events to communicate with other mods. Sadly many mods dont listen.
Even when I would add all actors to the SexlabAnimating faction (which most likely breaks other stuff....) some mods would ultimatly still waltz in...

So if you want to work on that problem, inform the mod authors that they should make their mods listen to the mod events. They tell them when NADE starts (suspend) or ends (resume). 


        SendModEvent("dhlp-Suspend")
        SendModEvent("nade-Suspend")

        SendModEvent("dhlp-Resume")
        SendModEvent("nade-Resume")

 

21 minutes ago, BaDante said:

-I know i said it before but imma say it again: TAWOBA armor slot toggle: AND Tawoba + DD Armor slot toggle, why? Because tawoba has patches which change the slottation of them. found here: Tawoba/Tewoba DD Compatibility

 

I ll give it a look, just no priority for the next update. 

 

21 minutes ago, BaDante said:

-Option to equip DD's devices instead of nade at scenario events where applicable (gags, wrist/leg restraints but not the fuckbelts for example) Why? Compatibility and less stuff/inventory clutter

 

equipping DDs is actually LESS compatible with everything.

But I will let people choose... 

Might take 1-2 updates tho :)

 

21 minutes ago, BaDante said:

-ND seems to have issues with its scanning for possible aggressors depending on your characters and the enemies height in the level (Not their HEIGHT but how high or low they are standing in the level, like for example ND failed a lot on successfully seeing the bandits down a slope as valid aggressors)

 

most likely you set the scan radius too low. 

there are some other factors that might be problematic and I m working on them. the position of the actors should not be an issue. at least skyrim has some problems with it internally, in which case I cant do much afaik. 

 

21 minutes ago, BaDante said:

- "a hit on naked skin forces you down" seems to be always on when combat stripping is enabled, no matter how low you set the percentage. this is HORRIBLE for people which play a higher difficulty anyway because on those, fights take a long time to complete anyway, not anywhere near the length of vanilla skyrim fights.

 

I ll have a look, that should not happen.
 

BTW: next update will see a fast toggle via ModEvent to set all defeat chances to Short Defeat 100% for questing mode (more playing, less struggling) or boss fight situations. 

it does not auto trigger, but its fast access at least. 

 

21 minutes ago, BaDante said:

 

-Additional Tie-in with DD or Rapetats where your captors decide to leave some memories of your defeat, Piercings, bodywriting, etc.

Why i write this? Cuz' i really like the mod and wanna see it become even better x) Good luck on development Nymra!

 

I m in fact working on my own rape tats for this, including for prositution purposes "1000 Gold per Fuck" etc. 

Posted
13 minutes ago, Talesien said:

I'm sure some will be happy, as for me ... given that Acheron, intentionally at times, unintentionally at others fails to fire upon the PC's dead, I've no intention of using it. I tried it time and time again and time and time again it let me down. Until Scrab tells me that all those "bugs" have been ironed out, I'm not going to give Acheron another go. I might be more interested in ND calling Acheron, that could work, at least ND is solid in its core function (unless you meddle with the settings) and Acheron does offer a plethora of interesting functions, but a death alternative it is not.
The one core function of any death alternative mod has to be: "keep the PC from dying". I don't care for immersion, I don't care for the author's reasoning to decide otherwise in specific circumstances (you can always make those things optionally available, even activated by default for all I care). Lemme repeat, the one core function of a death alternative mod has to be: "keep the PC from dying". Otherwise, don't call it a death alternative, because it isn't. If I run a death alternative and the game reloads to the last save upon the PC's death, that's a bug, a hulking big one. Big enough to make the mod unusable until fixed, IMO. Certainly big enough to make it undesirable to me.
*Rant over, sorry, you kinda triggered me there.*

 

triggered or not, I agree 100% :P
Basically my struggle with Defeat mods and my pain induced motivation to make my own.... 

That beeing said, I indeed always look out for interesting mods that I can call / start as soft dependency from Naked Defeat (SD+ and SS++ just the prominent ones).
Havent thought about Acherons own outcomes yet. Will have a look later as soon as the Acheron starts Nade Part works. 

I also want to work on an API for modders to start Naked Defeat via Modevents, using its scenarios and sex quest to have "punishment" alternatives from just slapping on some DDs. because that is why I stopped using all the other mods. It always ends with DDs ^^ 

Posted

Hi!

 

Just installed this mod...

 

...But I'm having an issue with MCM Menu: text us weird and there is no explanation on what each option means when hovering.

 

This is the only mod I'm having this issue with...

 

Maybe wrongly installed or something?

 

Anyone knows how to fix it?

 

Thanks!

Posted
5 minutes ago, try again. said:

Hi!

 

Just installed this mod...

 

...But I'm having an issue with MCM Menu: text us weird and there is no explanation on what each option means when hovering.

 

This is the only mod I'm having this issue with...

 

Maybe wrongly installed or something?

 

Anyone knows how to fix it?

 

Thanks!

Define 'weird'? If there is just a bunch of strings in the MCM, you are running your game with a language other than english or german. Just go to Data/Interface/translations and rename Naked_Defeat_GERMAN.TXT to your language (for example to Naked_Defeat_SPANISH.TXT), that should fix it.
If that's not it, please try a better problem description, weird just does not cut it, add a screenshot perhaps, pictures say more than a thousand words. ^^

Posted

I just realized that I was using this mod, but I never downloaded the file "forced foreplay" what does it do? (is it still needed/useful? I noticed its pretty old as a file)

Posted (edited)
1 hour ago, Nymra said:

I'll mark my answers to you in this quote with ">>>>>>"



 

I dont understand. 
"Voices"?
Naked Defeat plays its "moaning" sound via Sexlab.Moan Sounds, so if I understand you correctly this is already how it is. 


>>>>>> Was my Issue, i foolishly thought a voice pack to be added to Sexlab INCLUDED oral sounds. Fixed.

 

There is no "signal to sexlab". 
Naked Defeat does everything it can to achieve compatibility tho, so in 90% of cases it is the other mods who are "at fault"

Naked Defeat uses:
"DHLP suspend" events to communicate with other mods. Sadly many mods dont listen.
Even when I would add all actors to the SexlabAnimating faction (which most likely breaks other stuff....) some mods would ultimatly still waltz in...

So if you want to work on that problem, inform the mod authors that they should make their mods listen to the mod events. They tell them when NADE starts (suspend) or ends (resume). 


        SendModEvent("dhlp-Suspend")
        SendModEvent("nade-Suspend")

        SendModEvent("dhlp-Resume")
        SendModEvent("nade-Resume")

 

 

I ll give it a look, just no priority for the next update. 

>>>>>> Awesome! And yeah, i see why the answer is to tell mod makers x) Issue being most of them being very, VERY engaged with this community, lol.

>>>>>> You're the developer, it's your call - i will just sit excited, report what i can and yearn excitedly for updates

 

equipping DDs is actually LESS compatible with everything.

But I will let people choose... 

Might take 1-2 updates tho :)


>>>>>> UNDERSTANDABLE, i have never felt a quote more than that. DD is amazing but gosh darn its a pain in the arse, too.

 

most likely you set the scan radius too low. 

there are some other factors that might be problematic and I m working on them. the position of the actors should not be an issue. at least skyrim has some problems with it internally, in which case I cant do much afaik. 


>>>>>> I have most definitely NOT set the scan radius too low as usually (i swear im not like the other modders, sometimes i know how to do stuff(emphasis on sometimes)) i tested and tweaked a lot with the settings, it's also very unreliable as to what the reason may be. testing has included: Small houses, dungeons, Sovngarde, The Developer testing hall, Breezehome, Dragonsreach, the middle of solitude (most unreliability found here and in dungeons) and other locations i forgot

A noteworthy thing for this too is that once an ND Scenario starts after defeat, baddies really like to walk aaaaaaaall the way back to their original idle spots. Say you've fought a bandit through a lengthy dungeon and 50m further you finally get defeated -> he'll really like to walk all those steps back. Maybe thats one of the issues with the scan?
 

I ll have a look, that should not happen.
 

BTW: next update will see a fast toggle via ModEvent to set all defeat chances to Short Defeat 100% for questing mode (more playing, less struggling) or boss fight situations. 

it does not auto trigger, but its fast access at least. 

>>very nice! Excited to see what you're cooking!

 

 

I m in fact working on my own rape tats for this, including for prositution purposes "1000 Gold per Fuck" etc. 

>>>>>>VERY nice! Rtats + Alpias SLtats has been one of my favorite combos thus far, can't wait to see what you got for us you beautiful horndog.


I'll mark my answers to you in this quote with ">>>>>>"

Edited by BaDante
Posted
2 hours ago, BaDante said:

-ND should probably have a signal to Sexlab while a scenario is playing which prevents the start of other animations, because many people play with a lot of different mods, Deviously helpless, deviously enslaved, Sexy adventures, etc etc. which have their own conditional scans and scenario/animation starters. I found myself deactivating such mods in their MCM immediately once a scenario was started by ND because issues arose a lot. ND's restoration feature has been helpful in fixing some, but not always

Both Sexy Adventures and Deviously Helpless should work fine with ND, Deviously Helpless is the very mod that established the DHLP event used by many (LL) modders nowadays to tell each other "don't interfere now, I'm running a scene". Not sure on Deviously enslaved, it's a pretty old mod, well possible it neither send nor honors DHLP events. As Nymra stated, DHLP is about as good as it gets, but every mod author is responsible for checking, sending (and, also very important and sometimes neglected) removing DHLP events. There is no way to enforce it for other mods. It's basically an honor system.
Sexy Adventures actually has a section on its debug tab that tells you if a DHLP event is active and, if yes, which mod send it.

Posted
2 minutes ago, Talesien said:

Both Sexy Adventures and Deviously Helpless should work fine with ND, Deviously Helpless is the very mod that established the DHLP event used by many (LL) modders nowadays to tell each other "don't interfere now, I'm running a scene". Not sure on Deviously enslaved, it's a pretty old mod, well possible it neither send nor honors DHLP events. As Nymra stated, DHLP is about as good as it gets, but every mod author is responsible for checking, sending (and, also very important and sometimes neglected) removing DHLP events. There is no way to enforce it for other mods. It's basically an honor system.
Sexy Adventures actually has a section on its debug tab that tells you if a DHLP event is active and, if yes, which mod send it.

Then its possibly Deviously enslaved, i really like confusing the two (for obvious reasons)

Posted (edited)
2 hours ago, Talesien said:

I'm sure some will be happy, as for me ... given that Acheron, intentionally at times, unintentionally at others fails to fire upon the PC's dead, I've no intention of using it. I tried it time and time again and time and time again it let me down. Until Scrab tells me that all those "bugs" have been ironed out, I'm not going to give Acheron another go. I might be more interested in ND calling Acheron, that could work, at least ND is solid in its core function (unless you meddle with the settings) and Acheron does offer a plethora of interesting functions, but a death alternative it is not.
The one core function of any death alternative mod has to be: "keep the PC from dying". I don't care for immersion, I don't care for the author's reasoning to decide otherwise in specific circumstances (you can always make those things optionally available, even activated by default for all I care). Lemme repeat, the one core function of a death alternative mod has to be: "keep the PC from dying". Otherwise, don't call it a death alternative, because it isn't. If I run a death alternative and the game reloads to the last save upon the PC's death, that's a bug, a hulking big one. Big enough to make the mod unusable until fixed, IMO. Certainly big enough to make it undesirable to me.
*Rant over, sorry, you kinda triggered me there.*

Maybe - I like the stripping feature in Acheron and multiple mods outcomes - Practical defeat, PDA, and potentially ND - variety.  

I like PC dying sometimes 🙂 in a messy way with FEC/dismemberment etc. also.

My recent tests show that Acheron is stable but I know what you mean. (+ it's the only one made native in cpp now)

Btw one big disadvantage with ND stripping - if you get in flames or sparks - no chance to survive. 

 

Edited by crajjjj
Posted
On 1/15/2025 at 10:29 PM, Talesien said:

One detail, the crawling animation does not appear to work with Pandora, sadly enough. Not sure why that is, but it stopped working every since I went to Pandora. Retested with a different profile using Nemesis (otherwise the LO was identical) and it worked.

can confirm

Posted
38 minutes ago, Talesien said:

Define 'weird'? If there is just a bunch of strings in the MCM, you are running your game with a language other than english or german. Just go to Data/Interface/translations and rename Naked_Defeat_GERMAN.TXT to your language (for example to Naked_Defeat_SPANISH.TXT), that should fix it.
If that's not it, please try a better problem description, weird just does not cut it, add a screenshot perhaps, pictures say more than a thousand words. ^^

Thanks for answering!

 

Yeah my description wasn't perfect...

 

For example first naked defeat menunoption is $nade_options and then it shows $nade_settings and first togleable option is $nade_enabled (which by the way is not checked).

 

Thanks again! 

Posted
22 minutes ago, try again. said:

Thanks for answering!

 

Yeah my description wasn't perfect...

 

For example first naked defeat menunoption is $nade_options and then it shows $nade_settings and first togleable option is $nade_enabled (which by the way is not checked).

 

Thanks again! 

 

I cant follow. 

If you mean the order of appearance of the $nade_XXX in the scripts vs the translation.txt, I did not follow the order of things here. Newer $nade_XXX just come on top most of the time.
For the scripts this works. You mean it makes a manual translation harder to do?! 

Posted
10 minutes ago, Nymra said:

 

I cant follow. 

If you mean the order of appearance of the $nade_XXX in the scripts vs the translation.txt, I did not follow the order of things here. Newer $nade_XXX just come on top most of the time.
For the scripts this works. You mean it makes a manual translation harder to do?! 

Yeah,

 

I don't know what each option means...

 

Not even sure if it's working right now.

Posted
13 minutes ago, try again. said:

Yeah,

 

I don't know what each option means...

 

Not even sure if it's working right now.

 

not much I can do here sadly. 
you could open the "nade_configquest" script source file and text search for the stuff to get a clue.

sadly, the original mod that I picked up on was even worse with the naming and changing the naming conventions completely would be lot of work :(
that beeing said, I did not know enough at the beginning to directly start with a good naming convention myself.... 

Posted
5 hours ago, try again. said:

Yeah,

 

I don't know what each option means...

 

Not even sure if it's working right now.

Hmm, still not sure we are all on the same page. Are you trying to translate NaDe? Or just getting it to work/show up correctly in the MCM?
If you want to translate it, yeah could be easier. Can't help there.
If you just want to get your MCM to show the proper terms, try the solution I outlined above with renaming the Naked_Defeat_GERMAN.TXT to your language.

Posted
10 hours ago, Nymra said:

 

not much I can do here sadly. 
you could open the "nade_configquest" script source file and text search for the stuff to get a clue.

sadly, the original mod that I picked up on was even worse with the naming and changing the naming conventions completely would be lot of work :(
that beeing said, I did not know enough at the beginning to directly start with a good naming convention myself.... 

Thanks!!!

 

Posted
4 hours ago, Talesien said:

Hmm, still not sure we are all on the same page. Are you trying to translate NaDe? Or just getting it to work/show up correctly in the MCM?
If you want to translate it, yeah could be easier. Can't help there.
If you just want to get your MCM to show the proper terms, try the solution I outlined above with renaming the Naked_Defeat_GERMAN.TXT to your language.

Thanks!

 

You actually gave me a very ussefull clue.

 

I can get the info on what each $nade_XXXXXXX do by looking into the Naked Defeat_english.txt file.

 

Not perfect, but will do the trick!

Posted (edited)

Naked Defeat - 4.99 BETA 1  - FULL -

No Patches needed. Overwrite everything (except your private json profiles)

 

INSTALL: 

- the usual. No FNIS required when your last full version was 4.80 

 

How you can help.
1. see if your old "bugs" or "problems" are still there. Might be I forgot some reports from the forum
2. find new bugs :P

Changelog: 

"Short" Changelog (skipped lots of details).
I did this over the past months on and off and most likely forgot some stuff.... 

As usual, tons of smaller corrections and fixes.

 

Fixed
- Most Rescue Locations and Slavery Locations should at least work now.
- Might be some positioning could still be improved tho...


Robbery
- Improved - actors from mods will no longer be robbers. In that case a robbery quest in a vanilla bandit cave starts.
- no gold no robbery event
- no more hidden values, 5% is 5%

Bathing in Skyrim Renewed
- Added a scan for this mod, so should be compatible now (untested)

Slavery
- New Locations for Public Slavery (almost all Vanilla Inns)
- New Bandit Locations (total of 9. another dozen is in the making) 

New Wheelmenues / Hotkey Changes
ALT + K -> Debug Wheelmenu
SHIFT + K -> Action Wheelmenu

New "Quest Mode" (toggle via Debug WheelMenu)
Allows to quickly change Short Defeat Chance to 100% to have shorter punishments and no outcomes and more questing
(only applies for combat)

Debug "Abort Defeat" (via Debug WheelMenu)
Should now reliably end the Defeat Scenario at all stages (cannot rule out that there can still be some problems here and there, tho)

Debug "Unstuck" (via Debug WheelMenu)
I personally had a 100% success rate with this option to unstuck the PC in many situations (ragdoll mostly)
Not sufficiently tested during bleedout scenarios tho.

RemovePlayerEssentialFlag
This Option should now work as intended, making the player mortal (die and reload)

Followers
Improved Posing
like 30+ Follower Furnitures and Bound Poses from ZAZ Animation Pack. 
Improved Positioning (close to the PC, aligend differently)
Foundation work for full support of up to 4 followers

Sex General
Improved Sorting (more randomness)
Improved Group Selection (less likely to not get raped)

Improved Actor Position and alignment to allow precise positions for future scenarios and furnitures. 

Sex Foreplay
Added tons of Foreplay Scenarios for 2P and 3P (more to come)
Basically it plays Nymra Animations and lots of suitable SLAL animations up to the Stage where the real action starts

Naked Loot and Hotkeys
Improved Functionality (only loot auto adds items that are not worn already to prevent having the inventory full of the same 5 circlets
Improved hotkeys (Shit +1: fists, Shift+2 equip random outfit, Shift+3 strip naked

Lots of foundation work for: (kind of a roadmap, at least a teaser:) 
- JSON external deep configuration
- Death Events for all races (not there yet...)
- Traps (tie in with Devious Chests)
- SimpleSlavery (play expressions during auction and have the followers bound next to you)
- Naked Interaction - my own take on "Seperate Orgasm". Basically I want you to be able to take some actions during Rape to change the outcome.
---> also a soft start for my own planned local slavery scenario
- Naked Display: Option for an outcome that leaves you bound somewhere in skyrim to just wiggle your way out.
- Naked Crime: let Naked Defeat take over Crime Gold Management, Prison and Punishment (basically an advanced Prison Overhaul minus the leash and dialogue)
- Naked Arena: setup some ideas for a scenario where you have to fight in an arena until you win  to be free again ---> maybe has to wait for the Naked Slavery to work. Lets see.
- Naked Prostituion: Whore yourself out via hotkey. More Signs "Fuck me for 1000" and Tattoos (hit me for 2000) and less repetetive dialogue...
Also more risks :D
- Naked Portal: emergeny teleport out (only if you are not gagged... )or to one of your homes (if you have a key with you...), just lose all your stuff to robbers in the process

 

Naked Defeat 4-99 BETA 1 - FULL - (SE).7z

Edited by Nymra
Posted
3 hours ago, Nymra said:

Naked Defeat - 4.99 BETA 1  - FULL -

Ok, so first minor feedback. I remove everything from the previous install, installed the beta, set it up, saved everything to profile 1, then exited the game, after loading in again I did load profile 1 and was hit with the message boxes "weapon x loaded", ten time over. I never touched the weapon definitions (or anything else on that MCM tab) and even if I had set up all 10 of them. Ten message boxes are about a dozen to many. ;)

Posted (edited)
On 1/7/2025 at 11:36 PM, 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.

 

So I am now constantly running into this issue. Same character, same save, same version (4.95.5 SE on 1.5.97. I do not update mods mid-run). However the issue of persistent immortality, as described in the quoted post, only occurs for creatures.

 

With human enemies it seems the god mode flag is toggled once the scenario begins, but does not get removed after it ends. However typing tgm in console removes it correctly with appropriate debug message. I need to stress that I do not have god mode option in MCM toggled on. Makes it tedious having to go into console every time, but usable.

 

But with creatures that is not that case.

Once defeated by a creature, the character remains immortal no matter what. This however is different than your regular god mode as described above. Stamina/magicka gets depleted with use, but the health won't budge, there are no staggers, and curiously magic absorption does not fire as well. Not that it matters. Any external source is unable to deplete any of the aforementioned resources, they only get used up with sprinting or casting spells, so from "internal" source. Since I do not have any sources for "self-harm" I am unable to verify if health behaves in the same manner. The character doesn't suddenly gain 1000 HP or something, as per previous suggestion to check it. The pool of resources remain as they were, buffs/debuffs included.

Moreover the creature(s) that originally defeated the character remain passive from then on. Can't be aggroed, does not attack nor can be harmed by other actors as well. Unfortunately this makes ND unusable for creatures and requires a reload if such a thing should happen.

 

I have been battling with this for the past couple of weeks. This was not the case at the beginning of this game, the issue only manifested after a time. I have been tinkering with various ND MCM settings, trying to find what I liked, so my working (and very far-fetched) theory is that the issue may have been tied to some combination of settings that either borked out or were not flagged/disabled properly when making changes in MCM.

My other working theory is that loading ND settings from an existing profile and then changing them, may have something to do with it.

 

It may be completely wrong assumptions, but I have no other ideas as of right now. Perhaps maybe, eventually, at some point, this information will be useful.

As to the issue of why there are such completely different outcomes between human enemies and creatures - I have no idea, because far as I know there shouldn't be any differences, right?

Edited by belegost
Posted
1 hour ago, lovalter said:

so just to be sure, I need 4-80 + 4-81 + 4-95-5 + 4-99? mo2 is flagging 4-80 and 4-95-5 as redundant

No, it's a full version, remove 4.8 and all patches and install 4.99 beta instead. Keep in mind it's a beta, you do so at your own risk (or rather that of your save game ^^).

Posted (edited)

What are Nymra's beta features?

Also, couple issues: 
"Time to find a spot" slider only goes from 0 to 1 second, same for "Time to escape (crawling away)
Naked Loot's description is just $nade_NakedLootHL
Keep getting a notification ERROR: bathing in skyrim not installed

Edited by lovalter

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