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Naked Defeat AE/SE


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Posted

Regarding crawl animations,

my setup is Pandora with OAR and first I tried to fix this by running FNIS parallel, if only to check error messages. What I encountered is that fnis_aa.pex is calling the getaanumber() function from a missing fnis_aa2.pex helper script (source file present).

 

I have dabbled around a bit with OAR and managed to trigger ponzipyramid's crawl animations playing with conditions based on NADE quest stages or factions. Unfortunately this does not seem granular enough, so it'd be great if you could, as you proposed, introduce a crawling faction. Looking at your scripts, it looks as if it might be good to ignore any FNIS errors in case OAR is present?

Posted
1 hour ago, cafziel said:

Regarding crawl animations,

my setup is Pandora with OAR and first I tried to fix this by running FNIS parallel, if only to check error messages. What I encountered is that fnis_aa.pex is calling the getaanumber() function from a missing fnis_aa2.pex helper script (source file present).

 

I have dabbled around a bit with OAR and managed to trigger ponzipyramid's crawl animations playing with conditions based on NADE quest stages or factions. Unfortunately this does not seem granular enough, so it'd be great if you could, as you proposed, introduce a crawling faction. Looking at your scripts, it looks as if it might be good to ignore any FNIS errors in case OAR is present?

 

I ll see if I can scan for OAR and then prevent the FNIS functions from starting if that helps. In theory it should be enough to disable the crawl anims in MCM system tho. 

You can try the "nade_DefeatFaction "Defeat Faction" [FACT:07000800]" for the moment, I can also add a Crawl Faction for this purpose, no problem. 

 

 

Posted
5 minutes ago, Nymra said:

 

I ll see if I can scan for OAR and then prevent the FNIS functions from starting if that helps. In theory it should be enough to disable the crawl anims in MCM system tho. 

You can try the "nade_DefeatFaction "Defeat Faction" [FACT:07000800]" for the moment, I can also add a Crawl Faction for this purpose, no problem. 

 

 

Tried that faction but that condition leads to an overwrite for the whole duration.

I tried to hook it to stage 10 of the calmquest, but that's also not granular enough. And the nade items are only equipped after the crawling is supposed to end.

 

Thanks for all your work, I just wait when you have time to add the faction and go ahead then!

Before all, no stress 😉

Posted
2 hours ago, cafziel said:

Tried that faction but that condition leads to an overwrite for the whole duration.

I tried to hook it to stage 10 of the calmquest, but that's also not granular enough. And the nade items are only equipped after the crawling is supposed to end.

 

Thanks for all your work, I just wait when you have time to add the faction and go ahead then!

Before all, no stress 😉

Darn, I knew I had forgotten something. Aye I ended up with the same results, it works but nade_defeatfaction overapplies, which can create ... odd results. ^^

Posted

can i get link for old ver of it until u make patch for new ?  it seems ver 5 not work with animal all time say no actor to and end it .. mostly work on human if make range from 2500 over 5000+ other wise its not work for human too if stay with 2500 range outdoor ...

Posted
3 hours ago, MR.Hunter said:

can i get link for old ver of it until u make patch for new ?  it seems ver 5 not work with animal all time say no actor to and end it .. mostly work on human if make range from 2500 over 5000+ other wise its not work for human too if stay with 2500 range outdoor ...

 

did you try with the 5.02 Hotfix from the thread?

 

Naked Defeat 5-02 - HOTFIX (No Enemies Nearby) - (SE + LE).7z

Posted
2 hours ago, MR.Hunter said:

WOW thx i didnt know about hotfix 2 i had hot fix 1xD  it seem work  on wolf let me test  on other if get  problem will report it .. i cant play Skyrim without this mod ur Awesome 

 

great :D
and sorry for the hickup. You were not the only one with that problem but somehow it was not able to reproduce it at first. 
 

Posted (edited)
14 hours ago, Nymra said:

 

great :D
and sorry for the hickup. You were not the only one with that problem but somehow it was not able to reproduce it at first. 
 

From the first few 'tests' it seems to work ... most of the time, still had it abort one (out of four IIRC) defeats despite eligible NPC's being close by. Forgot to save the log though, will try to remember preserving it, should it happen again.
As always thanks for your efforts. ^^

Edited by Talesien
Posted (edited)

EDIT:  Reload did no assign the follower automatically. 

 

Couldn't wait and did a short test.  Arrived Windhelm.  Insided the city, assigned a follower without ever meeting them.  Public punishment was active.  Follower punished alongside my PC.  3 rounds as I had default settings before I adjusted.  2 person each time.  Same furniture each time.  No option to change.  Probably expected but thought I would mention it.  Now I have to find out how to remove a follower.   There was no dialogue option to remove them and I could not find anything in ND to remove a follower.  Understand why as Nilsine Shattershield is not available as a follower.  I have no follower mods active.  Did notice inconsistencies with the crimegold.  I was getting notified of fines from perhaps Sexlab Adventures but ND stated no crimegold in the ingame text.  Again, probably as expected.  Or maybe it was ND.  Log attached.  I'm really ok with it but I need to remove Nilsine somehow and she has no follower dialogue.  Spawned into a new game in Solstheim and arrived at the docks in Windhelm and this activity occurred as I walked to the main gate and exited.  I have another log saved from Defeat activity on Solstheim.  90% success on defeat activation.  The final time was the only failure and it was a creature defeat scenario.  Other NPC and creatures defeats worked.  I only mention it as I crashed when exiting a cell shortly after.  First cell after the event.  JobListManager:ServingThread cited as the cause.  Ask if you want to see that log please.  I have saved it as a Skyrim bug, not a mod issue.  

 

EDIT:  5 public punishment incidents all with the same furniture.  Will disable fines with Sexlab Adventures to see what the change is with CrimeGold.  Just trying to help.  Defeat works which is the main thing.  Chasing bugs and restarting.  Something is altering my walk and run speed.  No longer listening to FHU.  No need to respond.  Try again in a few days.    😽

Papyrus.0.log

Edited by TFor2
Posted

I noticed in the mod "Sexy Adventures" the MCM has the option to flag any NPC as a follower;

Would it be possible in a future update to add that sort of functionality to Naked Defeat?

 

I only ask because my follower is typically Serana, but she doesn't use the normal follower framework (I use SeranaDialogueEdit, though I'm not sure if that's the cause),

and as such she isn't treated like a follower by the mod. That said I've seen similar situations with some other mod-added npcs (like Sofia), so a method to add any npc as a follower as long as they are close to the player would be a good addition, I think.

Posted

I have creatures enabled in mcm but whenever i surrender to for example falmers and chaurus it says no one around to fuck you and aborts the scene. 

Posted
10 minutes ago, kupa11 said:

I have creatures enabled in mcm but whenever i surrender to for example falmers and chaurus it says no one around to fuck you and aborts the scene. 

Do you also have "Allow Creature Animation" enabled under "Animation Settings" in the Sexlab MCM?

I'm pretty sure you have to enable creatures in both MCMs for it to work.

Posted
4 hours ago, TheInternetMan said:

Do you also have "Allow Creature Animation" enabled under "Animation Settings" in the Sexlab MCM?

I'm pretty sure you have to enable creatures in both MCMs for it to work.

Yeah... I could've checked that before posting... Thanks!

Posted (edited)
11 hours ago, TFor2 said:

EDIT:  Reload did no assign the follower automatically. 

 

Couldn't wait and did a short test.  Arrived Windhelm.  Insided the city, assigned a follower without ever meeting them.  Public punishment was active.  Follower punished alongside my PC.  3 rounds as I had default settings before I adjusted.  2 person each time.  Same furniture each time.  No option to change.  Probably expected but thought I would mention it.  Now I have to find out how to remove a follower.   There was no dialogue option to remove them and I could not find anything in ND to remove a follower.  Understand why as Nilsine Shattershield is not available as a follower.  I have no follower mods active.  Did notice inconsistencies with the crimegold.  I was getting notified of fines from perhaps Sexlab Adventures but ND stated no crimegold in the ingame text.  Again, probably as expected.  Or maybe it was ND.  Log attached.  I'm really ok with it but I need to remove Nilsine somehow and she has no follower dialogue.  Spawned into a new game in Solstheim and arrived at the docks in Windhelm and this activity occurred as I walked to the main gate and exited.  I have another log saved from Defeat activity on Solstheim.  90% success on defeat activation.  The final time was the only failure and it was a creature defeat scenario.  Other NPC and creatures defeats worked.  I only mention it as I crashed when exiting a cell shortly after.  First cell after the event.  JobListManager:ServingThread cited as the cause.  Ask if you want to see that log please.  I have saved it as a Skyrim bug, not a mod issue.  

 

EDIT:  5 public punishment incidents all with the same furniture.  Will disable fines with Sexlab Adventures to see what the change is with CrimeGold.  Just trying to help.  Defeat works which is the main thing.  Chasing bugs and restarting.  Something is altering my walk and run speed.  No longer listening to FHU.  No need to respond.  Try again in a few days.    😽

Papyrus.0.log 895.12 kB · 1 download

 

You rolled the "Stockade" Scenario. It is meant to always have the same furniture.

It happening twice in a row is just skyrim RNG.... 

Followers how it is supposed to work:

- add Follower via Vanilla Dialogue or Follower Framework
- open Debug Menu (alt + K on default), "Update Followers" 

Will check the creature defeat. 
When it is aborted for "No Actors" please always upload a log if possible. 

 

DO NOT USE Sexlab Adventures alongside Naked Defeat Public Punishment (dont use 2 mods that do the same at the same time potentially) 
Both features do the same and it can lead to double starts. 
YOu can in theory configure both mods to work with each other, but use at own risk. 

 

 

Edited by Nymra
Posted
10 hours ago, TheInternetMan said:

I noticed in the mod "Sexy Adventures" the MCM has the option to flag any NPC as a follower;

Would it be possible in a future update to add that sort of functionality to Naked Defeat?

 

I only ask because my follower is typically Serana, but she doesn't use the normal follower framework (I use SeranaDialogueEdit, though I'm not sure if that's the cause),

and as such she isn't treated like a follower by the mod. That said I've seen similar situations with some other mod-added npcs (like Sofia), so a method to add any npc as a follower as long as they are close to the player would be a good addition, I think.

 

Did you try adding Serana via the "Name" Option in the MCM System of Naked Defeat?
Or with the "crosshair" option? ---> 1. Draw weapon 2. Aim at Serana 3. press K 


 

Posted

Regarding these instructions on updating to the new 5.0 version: " 

THIS REQUIRES no previous Version Delete Everything except your „Extra Files“ and your Profiles in SKSE Folder

- IMPORTANT: do not remove the ESP and then load a game. Delete the Files only from your Mod Organizer and replace them BEFORE loading"

Should I disable and remove the older naked defeat mods from vortex before or after disabling the mod in-game? As in, do I open skyrim, load my save, disable the mod, quit the game, disable/remove the old version from vortex before enabling the new version, then go back into the game and enable the mod again?

Posted
9 hours ago, Thingolf said:

Regarding these instructions on updating to the new 5.0 version: " 

THIS REQUIRES no previous Version Delete Everything except your „Extra Files“ and your Profiles in SKSE Folder

- IMPORTANT: do not remove the ESP and then load a game. Delete the Files only from your Mod Organizer and replace them BEFORE loading"

Should I disable and remove the older naked defeat mods from vortex before or after disabling the mod in-game? As in, do I open skyrim, load my save, disable the mod, quit the game, disable/remove the old version from vortex before enabling the new version, then go back into the game and enable the mod again?

 

its all in there, no? Do not remove the ESP and then load a game, that is the only critical part.

In theory you can also leave all the old versions in your Organizer, they will just be overwritten 100% and be redundant. 

So yes, like you wrote it. 
As in, do

1   I open skyrim, load my save, disable the mod,
2   quit the game,
3   disable/remove the old version from vortex before enabling the new version
4   then go back into the game and enable the mod again?
5   save the game, reload the game 

This is all a safety measure because I dont know from which version you all are updating. 

To explain for advanced users:
From my earlier versions i have a very important core function (Player Monitor) leftover in a script which is "looping" every 3 seconds. Its an active Script (I didnt know better back then) 
If you update while the mod is ENABLED the function is also enabled and then will not be updated or can become stuck. 
This is why disabling the mod before installing a new version is important. The loop function will shut down and then be restarted with the new script from the new version.
ONLY FULL VERSIONS HAVE THIS PROBLEM. All Patches are made to not need that step, meaning that Loop Function only gets updated with a FULL version. 

Also I m working on replacing the Loop with "OnUpdate" which should make this step redundant in the future. But bit by bit. 
 

Posted
12 hours ago, Nymra said:

 

Did you try adding Serana via the "Name" Option in the MCM System of Naked Defeat?
Or with the "crosshair" option? ---> 1. Draw weapon 2. Aim at Serana 3. press K 


 

I wasn't aware I could do that, I'll try it, thanks.

Posted (edited)

Hi Nymra, I love this mod best defeat mod IMO. I had some freezing issues with my game which caused me to rebuild and decided to give Acheron with practical defeat a try and it works great, I love the simplicity of it and seems

to work flawlessly...so far lol. Anywho, my question is with the Acheron event bridge can I use your mod with Practical defeat or does it have to be one or the other?


Thanks, keep up the good work!

 

Edited by Dirty Noodle
Posted (edited)
16 minutes ago, Dirty Noodle said:

Hi Nymra, I love this mod best defeat mod IMO. I had some freezing issues with my game which caused me to rebuild and decided to give Acheron with practical defeat a try and it works great, I love the simplicity of it and seems

to work flawlessly...so far lol. Anywho, my question is with the Acheron event bridge can I use your mod with Practical defeat or does it have to be one or the other?


Thanks, keep up the good work!

 

 

I do not use Acheron myself but as I understand it you can set it up in away that when you go into bleedout, Acheron sends yo EITHER to Naked Defeat OR Practical Defeat, so that there are no double starts. 

Make sure you configure Naked Defeat and Practical Defeat also in a way that prevents them from triggering on the same thing... 
(Naked Defeat for example can also be triggered by OnHit, meaning when you get hit but not into bleedout). You can turn all that on and off for NADE, dont know about Practical defeat. 

 

Feel free to report back how it went :D

 

 

Edited by Nymra
Posted
49 minutes ago, Boneless1205 said:

Doesn't this mode work for creators like spiders and Palmer? I've turned on the create allow, but it still doesn't work.

 

they work for me. I need a papyrus log to figure out what is not working. 
 

Posted
5 hours ago, Boneless1205 said:

Doesn't this mode work for creators like spiders and Palmer? I've turned on the create allow, but it still doesn't work.

First question is, do SexLab Animations with creatures work for you in general?

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