Talesien Posted February 1, 2025 Posted February 1, 2025 43 minutes ago, Nymra said: Most try a dialogue based quest approach. and I got alot of requests and questions and in the topics it is often boiling down to it, yes. What I do is trying to built minigames. I want to start with actions that you can take during sex. they will be simple, because there is not that much you can do, but they will be part of a bigger picture later. Basically you will have two values, sympathy and leniency (names are WIP). The higher those values are the shorter are punishments and the higher the chance for good outcomes or even freedom. Or just beeing overlooked when running. - Going back a Sex Stage or Change Scene: increase Sympathy - Forward a Stage: decrease Sympathy - End Scene: drastically decrease Sympathy Action Key can be set to "brag" or "beg" both will play short audio files with voices. Bragging will taunt the enemie which can turn them hostile or increase the chance for certain scenarios Begging will increase leniency When gagged this is not possible. wearing a slave collar or DDs on capture will also be viewd positivly. With this you can change the outcome of a scenario. High Sympathy will increase the chance to be freed after rape or decrease the escape difficulty of furnitures, shorten whipping etc. Low sympathy (it can be negative) increases the chance of long rape and punishment and/or outcomes like slavery or death. In a slavery scenario Naked Defeat will keep the player in a certain vicinity and there will be short random tasks. Basically like SD+, just with more active involvement of the player. Like cleaning the place naked will require to move (minium distance from last spot) and then press action for the animation. dancing will require lots of NPC to be effective. The tasks will be relativly short and of course there can only be so many. Including sex ofc, beeing bound and whipped etc. making a scene with a female follower will increase sympathy ofc. The whole thing is meant to be "playable" in a certain amount of time, meaning you can get out one way or another without hours of gameplay. At the same time I hope for a high replayability because of added variety. Naked Defeat Followers will also be able to start the Defeat Scenario with themselves as part of it. You will be able to set the NPC as Subs or Tops (or switches) which changes how they are used in the scenario. You can keep your followers "satisfied" by keeping them busy (low arousal) and wealthy (give them money). and so on... Again, a typical slavery scenario should be as long as a "Nade Defeat > SS auction > Nade Slavery Location" outcome in total currently is. With adjustable MCM options of course. AAaah, walls of text Sounds interesting, even promising, also sounds like a lot of work and a lot of opportunities to break things, internally and externally. I guess I will wait how it pans out (not much else I can do actually, so ... ^^).
Nymra Posted February 1, 2025 Author Posted February 1, 2025 9 minutes ago, Talesien said: I suppose there is no way to activate the SS Auction beta features without also activating the Crime stuff? (Which, I'm not really interested in, even if the current drawbacks didn't exist or if I weren't convinced it is going to break several other mods I've installed.) how would it break other mods? Just curious... I havent played alot with crime because the guard dialogue seemed to be a sore point between so many mods... Sadly there is no way yet, but the feature is almost complete. I will add a "pre Auction scene" and then add an MCM toggle in the next update.
Nymra Posted February 1, 2025 Author Posted February 1, 2025 3 minutes ago, Talesien said: Sounds interesting, even promising, also sounds like a lot of work and a lot of opportunities to break things, internally and externally. I guess I will wait how it pans out (not much else I can do actually, so ... ^^). well, stuff breaks all the time. 90% of the work I did th past months is basically invisible to the outside because it was mainly rewriting older parts of the code and sorting it all in a better way so I can add stuff better later and fix bugs and other problems easier. Some mod authors seem to just rewrite their mods completely at some point, but I dont see a reason for that here. I also see my own learning curve and that makes me kind of happy because I can see how I wrote code back in day 1 and now.
Talesien Posted February 1, 2025 Posted February 1, 2025 1 hour ago, Nymra said: how would it break other mods? Just curious... I havent played alot with crime because the guard dialogue seemed to be a sore point between so many mods... Sadly there is no way yet, but the feature is almost complete. I will add a "pre Auction scene" and then add an MCM toggle in the next update. Well first of it sounds like you removed or modified the crime dialogue. That in itself interferes with all mods that also modify that dialogue (like DCL, SLUTS, etc.), if it's just a modification, it can be fixed by proper conflict resolution of the dialogue. If however you removed/replaced that dialogue completely (and that what it sounds from the description you gave), conflict resolution might be hard to do, breaking at least some function of those other mods and possibly causing problems. (Like something started a "quest" that requires that dialogue to continue, and now it can't.) I know I had to conflict resolve the crime dialogues from three mods in my current setup (and I don't even have SLUTS installed), DCL is part of it, I don't really remember offhand what the other two mods are, maybe Prison Alternative? Not sure, I can check it tomorrow (ok more like later today 😛) if you are interested.
Nymra Posted February 1, 2025 Author Posted February 1, 2025 7 minutes ago, Talesien said: Well first of it sounds like you removed or modified the crime dialogue. That in itself interferes with all mods that also modify that dialogue (like DCL, SLUTS, etc.), if it's just a modification, it can be fixed by proper conflict resolution of the dialogue. If however you removed/replaced that dialogue completely (and that what it sounds from the description you gave), conflict resolution might be hard to do, breaking at least some function of those other mods and possibly causing problems. (Like something started a "quest" that requires that dialogue to continue, and now it can't.) I know I had to conflict resolve the crime dialogues from three mods in my current setup (and I don't even have SLUTS installed), DCL is part of it, I don't really remember offhand what the other two mods are, maybe Prison Alternative? Not sure, I can check it tomorrow (ok more like later today 😛) if you are interested. I did not remove the dialogue or do anything with it. What I did is scanning for active Crimegold, copying it into Naked Defeat and then setting it to 0. My goal was to skip the crime dialogue that way, Naked Defeat basically handles all crimegold itself. I have no idea how to make it compatible and it is also not really planned since I think it is basically impossible to do. So yeah, I guess this feature would "break" some crime mods. While it is also meant as a fast paced replacement. I loved POP, but it has only 3 scenarios, no group, no creatures and half the cells are ugly and the scenario far too long. And whenever I had two mods that messed with crimegold they all exploded...
Talesien Posted February 1, 2025 Posted February 1, 2025 1 minute ago, Nymra said: I did not remove the dialogue or do anything with it. What I did is scanning for active Crimegold, copying it into Naked Defeat and then setting it to 0. My goal was to skip the crime dialogue that way, Naked Defeat basically handles all crimegold itself. I have no idea how to make it compatible and it is also not really planned since I think it is basically impossible to do. So yeah, I guess this feature would "break" some crime mods. While it is also meant as a fast paced replacement. I loved POP, but it has only 3 scenarios, no group, no creatures and half the cells are ugly and the scenario far too long. And whenever I had two mods that messed with crimegold they all exploded... Well, setting the crime gold to zero is sorta removing the dialogue, as it will not show up in that case. Might circumvent some of the problems, but likely not all, as some stuff might trigger before you set the crimegold to zero. Probably depending on which mods script executes first, so might not even be consistent. Also, no creatures is more or less a plus in my book, just saying (Rieklings perhaps excluded ... or some dwemer contructs. ^^) Depends, how they mess with it, as long as the mods only add/modify the dialogue it can be easily conflict resolved. It might make for a somewhat confusing number of options, but at least you can choose your poison. If it goes deeper, it can cause trouble that is hard to resolve, requiring changes to scripts or more ... I usually don't bother if it goes that deep and remove one/the offending mod.
Nymra Posted February 1, 2025 Author Posted February 1, 2025 1 minute ago, Talesien said: Well, setting the crime gold to zero is sorta removing the dialogue, as it will not show up in that case. Might circumvent some of the problems, but likely not all, as some stuff might trigger before you set the crimegold to zero. Probably depending on which mods script executes first, so might not even be consistent. I m using my maintance loop to scan for it, all 3 seconds roughly. So yeah, it CAN happen the dialogue still appears. In theory Naked Defeat could still start other Crime Mods via Mod Event. Meaning for example I will add Prison OverHaul Patched as a possible punishment for crime that is started by Naked Defeat. I could do similar with other mods that allow ModEvent start (which most should I think). So Naked Defeat just hooks into the system and then posing as a Bridge/Transition Mod (funny enough I originally wanted to make a mod that bridges all defeat mods like that) 1 minute ago, Talesien said: Also, no creatures is more or less a plus in my book, just saying (Rieklings perhaps excluded ... or some dwemer contructs. ^^) Reminds me that rieklings are still too seldom in skyrim. I want to make some scenarios with them. They also have lots of animations! 1 minute ago, Talesien said: Depends, how they mess with it, as long as the mods only add/modify the dialogue it can be easily conflict resolved. It might make for a somewhat confusing number of options, but at least you can choose your poison. If it goes deeper, it can cause trouble that is hard to resolve, requiring changes to scripts or more ... I usually don't bother if it goes that deep and remove one/the offending mod. I want it so you can skip the dialogue and then naked defeat still takes over. If you enter combat you will auto surrender (I will scan if actual residents are hostile to the PC first later). This kind of timing issues were really annoying, yes. Feel free to give me a list of your crime mods and I see if I can put in mod events.
iPiKo Posted February 1, 2025 Posted February 1, 2025 Hello, thanks for the work. I like using your mod only for short defeat with very low chance other scenario. Can you add the ability to chose what happens in the short defeat scenario like I want only sex part. Can you add satisfied aggresor(I believe its just a buff given to the npc after the scene end and your mod have to check if they have the buff or not) because some times the same NPC will take advantage of you and the others dont. Thank you.
Nymra Posted February 1, 2025 Author Posted February 1, 2025 2 hours ago, iPiKo said: Hello, thanks for the work. I like using your mod only for short defeat with very low chance other scenario. Can you add the ability to chose what happens in the short defeat scenario like I want only sex part. Can you add satisfied aggresor(I believe its just a buff given to the npc after the scene end and your mod have to check if they have the buff or not) because some times the same NPC will take advantage of you and the others dont. Thank you. Actor selection should be better in Version 5.00 and more random too. Report back if that improved for you too. As for the Short Defeat: I think MCM options for this are too much work. But I am working on an external JSON config file where I could add some options for this (basically setting 0 and 1 for stuff you want to disable or enable which is too special for the MCM). Keep an eye on future changelogs
Stonewall79 Posted February 1, 2025 Posted February 1, 2025 Version 5.00. Not working. Upon player defeat - no actors found.
Nymra Posted February 1, 2025 Author Posted February 1, 2025 13 minutes ago, Stonewall79 said: Version 5.00. Not working. Upon player defeat - no actors found. I cannot work with this information. Describe with more detail and ideally upload a papyrus log. also, does this happen all the time or only once?
iPiKo Posted February 1, 2025 Posted February 1, 2025 1 hour ago, Nymra said: Actor selection should be better in Version 5.00 and more random too. Report back if that improved for you too. As for the Short Defeat: I think MCM options for this are too much work. But I am working on an external JSON config file where I could add some options for this (basically setting 0 and 1 for stuff you want to disable or enable which is too special for the MCM). Keep an eye on future changelogs I fine with the json configuration as for the actor selection I will test when I can and report thanks.
BaDante Posted February 1, 2025 Posted February 1, 2025 On 1/31/2025 at 5:40 AM, BAB PEEG said: Oh yeah is it normal to be in god mode after a scene? I have to tgm after every use. turn god mode on defeat ON (not off) in the Mod MCM, weirdly enough that's what fixed this issue for me. i was actually just reminded that this was an issue, i forgot about reporting it.
BaDante Posted February 1, 2025 Posted February 1, 2025 Whats the exact step for step update guide? Main post for 5.00 seems a little unclear to me but then also im just a goofy dumbo
Nymra Posted February 1, 2025 Author Posted February 1, 2025 32 minutes ago, BaDante said: turn god mode on defeat ON (not off) in the Mod MCM, weirdly enough that's what fixed this issue for me. i was actually just reminded that this was an issue, i forgot about reporting it. turning god mode on DISABLED god mode after defeat. I removed the toggle, so now when Defeat ends GodMode is always set to false, just to be sure.
Nymra Posted February 1, 2025 Author Posted February 1, 2025 32 minutes ago, BaDante said: Whats the exact step for step update guide? Main post for 5.00 seems a little unclear to me but then also im just a goofy dumbo in theory you should be able to just overwrite, load save and play. But since I dont know which version you coming from: Savest Steps: - Load Save, disable Naked Defeat, Save and Exit - Install 5.00 remove all previous versions and patches - Load Save, Enable Naked Defeat, Save - Load Save, Play If you uncertain: run FNIS This routine will be removed in future updates, it is just an artifact from me not knowing things well back then. Sorryy.
Stonewall79 Posted February 1, 2025 Posted February 1, 2025 3 hours ago, Nymra said: I cannot work with this information. Describe with more detail and ideally upload a papyrus log. also, does this happen all the time or only once? Tried several times. Switched off some mods. Nothing changes. What kind of log do you need?
iPiKo Posted February 1, 2025 Posted February 1, 2025 3 hours ago, iPiKo said: I fine with the json configuration as for the actor selection I will test when I can and report thanks. I tried to see if the same actor are chosed and unfortunatly yes the same actor are chosed again during chain fuck event.
Nymra Posted February 1, 2025 Author Posted February 1, 2025 2 minutes ago, iPiKo said: I tried to see if the same actor are chosed and unfortunatly yes the same actor are chosed again during chain fuck event. are there other actors present? I need a papyrus.log to see whats up
Nymra Posted February 1, 2025 Author Posted February 1, 2025 11 minutes ago, Stonewall79 said: Tried several times. Switched off some mods. Nothing changes. What kind of log do you need? did you always try the same situation? the "papyrus.0.log", see front page somewhere or google it.
Stonewall79 Posted February 1, 2025 Posted February 1, 2025 9 minutes ago, Nymra said: did you always try the same situation? the "papyrus.0.log", see front page somewhere or google it. Tried different situations. Here`s log Papyrus.0.log
Nymra Posted February 1, 2025 Author Posted February 1, 2025 3 minutes ago, Stonewall79 said: Tried different situations. Here`s log Papyrus.0.log 1021.87 kB · 0 downloads Thank you. Things you can do: 1. Increase search radius to 10000 (just to be sure) 2. are you using SexlabP+ by any chance? If so, make sure its the latest version. try again.
BexBlair Posted February 1, 2025 Posted February 1, 2025 Man this one just keeps getting better and better Thank you 1
Stonewall79 Posted February 1, 2025 Posted February 1, 2025 12 minutes ago, Nymra said: Thank you. Things you can do: 1. Increase search radius to 10000 (just to be sure) 2. are you using SexlabP+ by any chance? If so, make sure its the latest version. try again. Thank you. 1.I`ll try. 2. I`m using SexlabP+. Currently using this- SexLab Framework PPLUS - V2.13.4 - 1.6.1170.zip
Nymra Posted February 1, 2025 Author Posted February 1, 2025 7 minutes ago, Stonewall79 said: Thank you. 1.I`ll try. 2. I`m using SexlabP+. Currently using this- SexLab Framework PPLUS - V2.13.4 - 1.6.1170.zip Sexlab P+ seems to have no backwards compatibility her and there it seems and can fuck up some of Naked Defeats Functions that use or rely on Sexlab. I had no time to dig into that and try and make a compatibility script. Latest reports said that SexlabP+ seems to be comaptible now. I dont know which the latest version is, you need to check yourself. I just see some errors in the log that might be related to SLP+ but no guarantees. I m not opposed to SexlabP+ btw I just cant use it myself yet (I play LE)
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