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Posted
5 hours ago, Nymra said:

 

hmm, thanks for pointing this out in detail.

 

Now I cannot use or test this mod myself so the question is WHAT exactly is removing the target lock?
Do you use some kind of hotkey?

 

Naked Defeat does one thing, it makes the Player Sheath its weapon because NOT doing that can lead to broken camera angles (combat cam beeing stuck) as soon as an idle plays (this is indicated by: the camera is stuck in third person behind the players back, like in combat). Drawing and sheating a weapon fixes the bug but that is obviously not possible during Defeat.

 

So, if there is a vanilla thing you do I can try to implement that. Everything else has to work via Modevent. I ll check the scripts of those mod if something exists, question is, do you use hotkeys with the cameara mod to remove the crosshair?

 

 

 

I had only Billy animation installed I added Baka animations and now it is working, when I checked if billy have aggresive tags well it doesn't which is weird?
For the unlock thingy yes sorry it's TDM basicly when you are defeated and your camera is locked you have to unlock it before sexlab scene start or your camera will keep spinning it has nothing to do with naked defeat I know but it would be good QOL if added.

Posted
28 minutes ago, iPiKo said:

I had only Billy animation installed I added Baka animations and now it is working, when I checked if billy have aggresive tags well it doesn't which is weird?

 

SLAL creators, I love them all, but they are all terrible at tagging their animations. 
I will upload a SLATE action log soon with instructions, SLATE can be used to add new tags to existing animations and osmelmc has done a perfect job at adjusting these.

 

I suggest using Sexlab SLATE with OsmelMCs SLATE creature fix and then apply the json based actions via MCM. Naked Defeat is based on tags, so this step is kind of important if you want some variety. 

 

28 minutes ago, iPiKo said:


For the unlock thingy yes sorry it's TDM basicly when you are defeated and your camera is locked you have to unlock it before sexlab scene start or your camera will keep spinning it has nothing to do with naked defeat I know but it would be good QOL if added.

 

Hmm, hard to judge. I have a "Player.SheathWeapon()" Function playing before Naked Defeat does anything. Some mods or load orders might be able to mess with that in a bad way.

Do you also use a hotkey to remove the spinning? Is your weapon drawn when this happenes? And, most important: do you have VR/spin fix Option in Naked Defeat MCM System page enabled or disabled? (if disabled, try if enabling it fixes the issue for you)

Posted
2 hours ago, TFor2 said:

Quick question please about the outfits for the Naked Looting.  Can these be custom armors or do I have to use vanilla armors?  For example:  My prior test I used a mage outfit.  There are about 30+ versions/variants from the mod.  I wear a specific one with a Destruction and Magic regen enchantment.  The name in Bodyslide, in-game, and within the mod itself using Add Item Menu is very long and too long to list in the clothing menu of ND.  I inserted the non enchanted version into the ND menu as it fit.  I many have not tested equipping the non-enchanted version.  My mistake but I think I tried equipping another custom bikini top and it also happened.  

 

I'm going to figure this out eventually but this would help me as I move forward.  😊

 

https://www.nexusmods.com/skyrimspecialedition/mods/113540

 

 

the mod saves the ItemID and the Mod Name. So you should even be able to transfer the outfits between game/mod organzer profiles. As long as no mod is renamed/merged, it should still find the item.

 

If you have an enchantment on the armor it will NOT be saved.

If the armor has an enchanetment from the beginning (like some mods I have, they bring enchanted armor with its own ID), you will always get that enchanted version back.

 

Also Naked Defeat only saves stuff that you are wearing when you hit "save", nothing else. 

In your case from what you destribe, if the Destruction and Magic Regen modifcation comes natively with that item, it will have that when "looting". 

Posted

Did a fresh install of Naked Defeat on Skyrim SE and FNIS gives me this warning. Is there an easy way to fix this?

 

Duplicate AnimEvent nade_IdlesDefeatUnbound_01 for character, mods NakedDefeat and NakedDefeat
Duplicate AnimEvent nade_IdlesDefeatUnbound_02 for character, mods NakedDefeat and NakedDefeat
 2 possible consistence issues
 

Posted
42 minutes ago, Nymra said:

 

SLAL creators, I love them all, but they are all terrible at tagging their animations. 
I will upload a SLATE action log soon with instructions, SLATE can be used to add new tags to existing animations and osmelmc has done a perfect job at adjusting these.

 

I suggest using Sexlab SLATE with OsmelMCs SLATE creature fix and then apply the json based actions via MCM. Naked Defeat is based on tags, so this step is kind of important if you want some variety. 

 

 

Hmm, hard to judge. I have a "Player.SheathWeapon()" Function playing before Naked Defeat does anything. Some mods or load orders might be able to mess with that in a bad way.

Do you also use a hotkey to remove the spinning? Is your weapon drawn when this happenes? And, most important: do you have VR/spin fix Option in Naked Defeat MCM System page enabled or disabled? (if disabled, try if enabling it fixes the issue for you)

Yes am already using slate.

Also for the lock thing just forget about it I just saw the TDM source code and it has nothing all is in a plugin DLL file so I believe there is nothing you can do to force the player to unlock the target when getting defeated unless you can send hotkey event with your mod.

And yes there is hotkey to lock and unlock it's like elden ring, but the problem is that you cannot unlock camera for some reason because hotkeys are not enabled when you get defeated you have to wait and unlock in the right timing there is brief window to do so before sexlab scene start.

Posted
1 hour ago, SadPianist said:

Did a fresh install of Naked Defeat on Skyrim SE and FNIS gives me this warning. Is there an easy way to fix this?

 

Duplicate AnimEvent nade_IdlesDefeatUnbound_01 for character, mods NakedDefeat and NakedDefeat
Duplicate AnimEvent nade_IdlesDefeatUnbound_02 for character, mods NakedDefeat and NakedDefeat
 2 possible consistence issues
 

 

can be ignored. 

Posted
1 hour ago, iPiKo said:

Yes am already using slate.

Also for the lock thing just forget about it I just saw the TDM source code and it has nothing all is in a plugin DLL file so I believe there is nothing you can do to force the player to unlock the target when getting defeated unless you can send hotkey event with your mod.

And yes there is hotkey to lock and unlock it's like elden ring, but the problem is that you cannot unlock camera for some reason because hotkeys are not enabled when you get defeated you have to wait and unlock in the right timing there is brief window to do so before sexlab scene start.

 

I ll check if I can somehow trigger the hotkey event and/or contact the mod author about it. 

Posted
9 hours ago, Nymra said:

 

hmm, thanks for pointing this out in detail.

 

Now I cannot use or test this mod myself so the question is WHAT exactly is removing the target lock?
Do you use some kind of hotkey?

 

Naked Defeat does one thing, it makes the Player Sheath its weapon because NOT doing that can lead to broken camera angles (combat cam beeing stuck) as soon as an idle plays (this is indicated by: the camera is stuck in third person behind the players back, like in combat). Drawing and sheating a weapon fixes the bug but that is obviously not possible during Defeat.

 

So, if there is a vanilla thing you do I can try to implement that. Everything else has to work via Modevent. I ll check the scripts of those mod if something exists, question is, do you use hotkeys with the cameara mod to remove the crosshair?

 

 

The target lock is done by hotkey and the same hotkey removes it. Pretty much line in MMO's, just with some side effects as Skyrim wasn't build with "Tab-Targeting" in mind. Given the uncanny ability of NPC's to dodge Missiles though, I consider it fair game. ^^

Posted
3 hours ago, Talesien said:

The target lock is done by hotkey and the same hotkey removes it. Pretty much line in MMO's, just with some side effects as Skyrim wasn't build with "Tab-Targeting" in mind. Given the uncanny ability of NPC's to dodge Missiles though, I consider it fair game. ^^

 

yeah, I know the concept from Zelda. But I prefer the shooter style gaming without target lock. especially since I m usually outnumbered by a huge crowd of wanna-be-fuckers. 
Even with Zelda I felt the targeting can be a downside more often than not. But thats probably just me beeing used to FPS/3PS shooters. 

Posted

Just a minor question regarding messages in the upper left corner: I get red messages saying "Entering combat" and "Leaving combat". These are my settings below. Are those two combat messages "Narrative Messages"? Could they maybe tagged as "Info Messages"?

 

I prefer keeping message notifications to a minimum 🙂

 

image.png.9ea91e72b6e63f38924b42190349d87b.png

Posted
4 hours ago, Gudulba said:

Just a minor question regarding messages in the upper left corner: I get red messages saying "Entering combat" and "Leaving combat". These are my settings below. Are those two combat messages "Narrative Messages"? Could they maybe tagged as "Info Messages"?

 

I prefer keeping message notifications to a minimum 🙂

 

image.png.9ea91e72b6e63f38924b42190349d87b.png

 

there is a fix for this somewhere in the last thread pages.

 

Posted
4 hours ago, Nymra said:

 

there is a fix for this somewhere in the last thread pages.

 

Hey Nymra! I just had an idea. Since you're planning to kinda-maybe integrate with Deviously enchanted chests anyway, right?
So i thought about that and was like huh... Interesting but it'd seem kind of boring to have a flat 100% chance that when DEC triggers naked defeat to just be simply defeated on the spot.
So i thought, how about instead of making it a flat defeat % like the potion defeat setting, why not make it a bit more interesting? 
How about ND integrates into DEC in a way that eerily reminds me of a fun little game called "Trap Quest" by the wonderful mechanic of CURSES
Well but how does TQ does it anyway? (I heavily recommend playing that game btw because it has literally every fetish under the FUCKING SUN, trust me)
TQ, instead of going "oh you opened a chest and triggered a trap, game over boii" goes like this "Boom! You triggered a trap while opening this container, a curse wisp has started following you/you have been cursed"
And the curse? Gameplay integrated! As all good things are: For TQ that means stuff like damaging your attributes, making fights harder, etc. (for example bimbo curse lowering your intelligence, affecting your mana)
But how does one get rid of a curse?
These curses have conditions tied to them, let me explain by example
"A curse has afflicted you, your intelligence is permanently damaged until the next time you receive a creampie/etc" and many others like these! Curses from TQ
And for skyrim/ND that could be:
"A curse affecting you lowers your magicka regeneration by 50% until the next time you receive a creampie/etc"

Also obligatory other ways of removing curses, for example in skyrim: Priests, altars, etc. (per payment maybe too? we have too much gold in this game anyway)

For more examples, check out the trap quest wiki! It's good stuff and theres seriously a LOT of different curses and conditions to inspire!

Anyway, just some idea i had, let me know what you think!

Posted
30 minutes ago, BaDante said:

Hey Nymra! I just had an idea. Since you're planning to kinda-maybe integrate with Deviously enchanted chests anyway, right?
So i thought about that and was like huh... Interesting but it'd seem kind of boring to have a flat 100% chance that when DEC triggers naked defeat to just be simply defeated on the spot.
So i thought, how about instead of making it a flat defeat % like the potion defeat setting, why not make it a bit more interesting? 
How about ND integrates into DEC in a way that eerily reminds me of a fun little game called "Trap Quest" by the wonderful mechanic of CURSES
Well but how does TQ does it anyway? (I heavily recommend playing that game btw because it has literally every fetish under the FUCKING SUN, trust me)
TQ, instead of going "oh you opened a chest and triggered a trap, game over boii" goes like this "Boom! You triggered a trap while opening this container, a curse wisp has started following you/you have been cursed"
And the curse? Gameplay integrated! As all good things are: For TQ that means stuff like damaging your attributes, making fights harder, etc. (for example bimbo curse lowering your intelligence, affecting your mana)
But how does one get rid of a curse?
These curses have conditions tied to them, let me explain by example
"A curse has afflicted you, your intelligence is permanently damaged until the next time you receive a creampie/etc" and many others like these! Curses from TQ
And for skyrim/ND that could be:
"A curse affecting you lowers your magicka regeneration by 50% until the next time you receive a creampie/etc"

Also obligatory other ways of removing curses, for example in skyrim: Priests, altars, etc. (per payment maybe too? we have too much gold in this game anyway)

For more examples, check out the trap quest wiki! It's good stuff and theres seriously a LOT of different curses and conditions to inspire!

Anyway, just some idea i had, let me know what you think!

 

 

In general I dont disagree, in practise when it comes to ND the DEC feature will be a mini game going like this:
- you open a container or corpse 
- you hear a loud sound or a medium sound

- depending on the sound played you have to hit a different hotkey to "evade" the trap.

- if the wrong hotkey is pressed or the time window closed (1-2 seconds at random) the trap will trigger.

 

Currently Naked Defeat has the following "outcomes" on Trap Triggers like on Potions:

- Naked Curse

- Defeated

- Unconcious and sold as slave 

- Death -> Afterlife 

 

Additional "curses" are planned, but I want them to be less obstructive than DDs and more suitable for a playthrough.

Things I have in mind:

- Crawl Curse (you are forced to crawl and autosurrender to the next enemy. The crawl curse goes away from sex (kinda similar to beeing a Doggy mod)
- Submission Curse (basically a chance for the PC to auto surrender when hit and/or combat takes too long until he/she is fucked)
- Orgy Curse (if followers are around you will fuck them and each other)
- Ambush Curse (basically a defeat scenario with spawned actors like in Fast Travel or Afterlife, just with acotrs suitable for the deed (rieklings for example)
- Unarmed curse (forced to fight with bare hands)

- Bounty Curse (you get a random bounty in one of the holds)

I just prefer stuff that other mods do NOT do. I.E. messing with game stats is not planned. All stuff Naked Defeat is modifying is stuff that would affect Naked Defeat itself. 

So stuff that modifies health/magicka/regen/movespeed are currently not planned. 


 

Posted
1 hour ago, Nymra said:

 

 

In general I dont disagree, in practise when it comes to ND the DEC feature will be a mini game going like this:
- you open a container or corpse 
- you hear a loud sound or a medium sound

- depending on the sound played you have to hit a different hotkey to "evade" the trap.

- if the wrong hotkey is pressed or the time window closed (1-2 seconds at random) the trap will trigger.

 

Currently Naked Defeat has the following "outcomes" on Trap Triggers like on Potions:

- Naked Curse

- Defeated

- Unconcious and sold as slave 

- Death -> Afterlife 

 

Additional "curses" are planned, but I want them to be less obstructive than DDs and more suitable for a playthrough.

Things I have in mind:

- Crawl Curse (you are forced to crawl and autosurrender to the next enemy. The crawl curse goes away from sex (kinda similar to beeing a Doggy mod)
- Submission Curse (basically a chance for the PC to auto surrender when hit and/or combat takes too long until he/she is fucked)
- Orgy Curse (if followers are around you will fuck them and each other)
- Ambush Curse (basically a defeat scenario with spawned actors like in Fast Travel or Afterlife, just with acotrs suitable for the deed (rieklings for example)
- Unarmed curse (forced to fight with bare hands)

- Bounty Curse (you get a random bounty in one of the holds)

I just prefer stuff that other mods do NOT do. I.E. messing with game stats is not planned. All stuff Naked Defeat is modifying is stuff that would affect Naked Defeat itself. 

So stuff that modifies health/magicka/regen/movespeed are currently not planned. 


 


A couple of curse suggestions.

Curse of clothing frailty (gear is stripped or destroyed on every hit)
Curse of slippery hands (weapons are dropped on block, or just randomly during combat)
Curse of anticipation (player moans when enemies are nearby alerting them and breaking stealth)

For the Rieking ambush curse there is the kidnapped-by-rieklings quest mod that Practical defeated can plug into, shouldn't be hard to utilize but when I tried it I was quite buggy and I wasn't rescued by the NPCs :/

Personally the features I'd love to see the most is PAMA furniture executions (with necro afterwards) and more follower handling. 
Would it not be a viable to option to try to get more followers involved by randomly putting them or the player on larger participant animations like MMFF animations to cut the space required and also lower the number of simultaneous animations playing? Would also bring some added variety but it relies a bit on what animations exist right now.

On a random bug I found but managed to solve, sexlab cum overlays comes with an outdated sslActorLibrary which when overwritting p+ caused no visible indication besides making Naked defeat not able to detect enemies for a scene.

Thanks for the mod
 

Posted
35 minutes ago, mnonyhc said:


A couple of curse suggestions.

Curse of clothing frailty (gear is stripped or destroyed on every hit)
Curse of slippery hands (weapons are dropped on block, or just randomly during combat)
Curse of anticipation (player moans when enemies are nearby alerting them and breaking stealth)

 

Interesting ideas for lower level curses. I want variety so I will consider these. 
I also always forget stealth exists in the game, hehe. 

 

35 minutes ago, mnonyhc said:

For the Rieking ambush curse there is the kidnapped-by-rieklings quest mod that Practical defeated can plug into, shouldn't be hard to utilize but when I tried it I was quite buggy and I wasn't rescued by the NPCs :/

 

I tortured myself with such qest mods for 5 years and I will never touch any of these again :P 
Its also not required. Rieklings are just one of the options. I try to bring in the more rare encounters and creatures via these events, for example also the wide variety that the "Demonic Creatures" mod offers. For now it will all happen within the confines of the Naked Defeat Scenarios, but I am working on more prolonged local scenarios that can be used dynamically. 

 

35 minutes ago, mnonyhc said:

Personally the features I'd love to see the most is PAMA furniture executions (with necro afterwards) and more follower handling. 

 

I tried making this happen but found that the current executions available are not worth the time investment (while they are not bad or anything) opted for spending the time on creating my own execution scenarios. 

 

35 minutes ago, mnonyhc said:

Would it not be a viable to option to try to get more followers involved by randomly putting them or the player on larger participant animations like MMFF animations to cut the space required and also lower the number of simultaneous animations playing? Would also bring some added variety but it relies a bit on what animations exist right now.

 

I am constantly working on that in the background, but given the horrible state of things when it comes to Standards and how Sexlab works, implementing that kind of scenarios is extremely time consuming and tiring, because they should also be integrated in the overall structure of the mod.

 

Just some of the things I m working on:

- Bed only scenarios (mostly for suitable locations or Slavery Outcomes (Jarl Fuckslave)

- Table only scenario

- Wall only Scenarios 

even those are messy because of the placement of some of the furnitures.... 
- group scenes including followers (like FF or FFF or FFFF (depending on your follower count) and then the rapers fapping around them.

- group scenes with 1+ Followers in a MFF, MFFF scene etc. 

 

35 minutes ago, mnonyhc said:

On a random bug I found but managed to solve, sexlab cum overlays comes with an outdated sslActorLibrary which when overwritting p+ caused no visible indication besides making Naked defeat not able to detect enemies for a scene


sounds like an external problem alltogether. stuff like that can also have several causes. If it happens again feel free to upload papyrus.0.log. I can never rule out completely that I built a bug or loophole somewhere for stuff to fail. 

Posted

Say, is ND intentionally adding a 30% movement speed debuff after a defeat scenario? Or am I facing a bug where the slow from the crawl isn't getting removed properly?

Posted (edited)
14 minutes ago, Talesien said:

Say, is ND intentionally adding a 30% movement speed debuff after a defeat scenario? Or am I facing a bug where the slow from the crawl isn't getting removed properly?

 

I m monitoring this. ND changed movement speed during crawling, but other mods did that too. This could lead to a state where you could not move anymore when crawling (movement speeds around 10-30 can cause this, at least that was it for me).

With 5.00 I changed the movement speed to a set value (40) during naked Defeat and saved the value from BEFORE the Defeat. 
After Defeat the saved value is restored. So if it was 100 before defeat it would be 100 after.

 

I think other mods that modify movement speed can interfer with that tho or getting confused and I m looking for other ways to "solve" the issue. 
the issue: Crawling looks shitty when the movement speed is 60-100, so only when I slow the PC down to 40-50 movement speed it really looks "nice". 
 

sigh... 


EDIT: I have movement speed indicators in the Log. 

"PlayerSpeedMult BEFORE Defeat:"
"PlayerSpeedMultCurrent After Defeat:" 

Edited by Nymra
Posted
8 hours ago, Nymra said:

EDIT: I have movement speed indicators in the Log. 

"PlayerSpeedMult BEFORE Defeat:"
"PlayerSpeedMultCurrent After Defeat:" 

Thanks, that helped. Appears ND works as intended, but either Critical Edge Combat or Valhalla Combat (I assume, neither mods description makes it clear, gonna have to test it) reduce my speed (my suspicion is Valhallas exhaustion mechanic, even if it does not admit to it). Then ND records my current (slowed) speedmult. A bit later the combat mod resets its changes and at the end of the defeat scenarios ND reapplies the now out of date record. Messy ...

Posted (edited)
3 hours ago, Talesien said:

Thanks, that helped. Appears ND works as intended, but either Critical Edge Combat or Valhalla Combat (I assume, neither mods description makes it clear, gonna have to test it) reduce my speed (my suspicion is Valhallas exhaustion mechanic, even if it does not admit to it). Then ND records my current (slowed) speedmult. A bit later the combat mod resets its changes and at the end of the defeat scenarios ND reapplies the now out of date record. Messy ...

 

For myself I m using a script that always resets the Speed to my desired standard. Currently it cannot detect spell and effect based slow effects but I m working on that.

Movement speed was always messy in skyrim when different mods worked on the value, so I thought about adding an MCM option that allows you to set your desired "Standard speed" and ND resets it to that value all the time. (for me I also have lower movement speed when barefoot and a chance to "fall over"( ragdoll) when barefoot. 
Got the idea from Sexlab Disparity mod, which sadly breaks sooner or later, I really love it alot :(

I resetted the movement speed to 100 before but some ppl use different values and also some mods can then cause a speed increase to up to 140/160 somehow... Messy indeed :( 
basically I found no reliably method of making the scripts find the "standard speed" in a modded game, so I thought about making it MCM based. 

Edited by Nymra
Posted
1 hour ago, Nymra said:

 

For myself I m using a script that always resets the Speed to my desired standard. Currently it cannot detect spell and effect based slow effects but I m working on that.

Movement speed was always messy in skyrim when different mods worked on the value, so I thought about adding an MCM option that allows you to set your desired "Standard speed" and ND resets it to that value all the time. (for me I also have lower movement speed when barefoot and a chance to "fall over"( ragdoll) when barefoot. 
Got the idea from Sexlab Disparity mod, which sadly breaks sooner or later, I really love it alot :(

I resetted the movement speed to 100 before but some ppl use different values and also some mods can then cause a speed increase to up to 140/160 somehow... Messy indeed :( 
basically I found no reliably method of making the scripts find the "standard speed" in a modded game, so I thought about making it MCM based. 


Oh hey, yea I too just discovered this movement speed glitch.
I run Requiem, and as you may know it has exhaustion mechanics that dynamically alter my playerspeed based on stamina (and maybe health too, I don't know).
In this particular scenario I'm having there are no actors for the badthingshappening scene because I'm being defeated by a mudcrab, and NakedDefeat aborts and lets me walk off (because there are no nearby actors, which is fine) , but my player speed is still changed permanently.  After being defeated by the mudcrab twice my playerspeed is now -3.25 and I can't move at all.  If there is a way to completely prevent NakedDefeat from altering the playerspeed, that would be ideal.


The following are my papyrus logs regarding the changes made after my defeat against the mudcrab.  (the big ones are quite powerful when running Requiem)

[03/04/2025 - 09:55:50AM] NAKED DEFEAT configquest: Crawl(ON) after FNIS
[03/04/2025 - 09:55:50AM] NAKED DEFEAT configquest: SlowDownPlayer PlayerSpeedMult BEFORE Defeat:21.750000
[03/04/2025 - 09:55:50AM] Naked Defeat configquest: SetSpeedMultTo: 40.000000

[03/04/2025 - 09:56:19AM] NAKED DEFEAT configquest: Crawl(OFF) after FNIS
[03/04/2025 - 09:56:19AM] Naked Defeat configquest: SetSpeedMultTo: 21.750000
[03/04/2025 - 09:56:20AM] NAKED DEFEAT configquest: SlowDownPlayer PlayerSpeedMultCurrent After Defeat:21.750000
[03/04/2025 - 09:56:20AM] NAKED DEFEAT configquest: Crawl(OFF) End
[03/04/2025 - 09:56:20AM] NAKED DEFEAT configquest: Immobilize(false)
 

[03/04/2025 - 10:07:19AM] NAKED DEFEAT configquest: Crawl(ON) after FNIS
[03/04/2025 - 10:07:19AM] NAKED DEFEAT configquest: SlowDownPlayer PlayerSpeedMult BEFORE Defeat:-3.250000
[03/04/2025 - 10:07:19AM] Naked Defeat configquest: SetSpeedMultTo: 40.000000
[03/04/2025 - 10:07:19AM] NAKED DEFEAT configquest: Crawl(ON) End


[03/04/2025 - 10:07:46AM] NAKED DEFEAT configquest: Crawl(OFF) after FNIS
[03/04/2025 - 10:07:46AM] Naked Defeat configquest: SetSpeedMultTo: -3.250000
[03/04/2025 - 10:07:47AM] NAKED DEFEAT configquest: SlowDownPlayer PlayerSpeedMultCurrent After Defeat:-3.250000
[03/04/2025 - 10:07:47AM] NAKED DEFEAT configquest: Crawl(OFF) End
[03/04/2025 - 10:07:47AM] NAKED DEFEAT configquest: Immobilize(false)

Posted
50 minutes ago, nothinburger said:


Oh hey, yea I too just discovered this movement speed glitch.
I run Requiem, and as you may know it has exhaustion mechanics that dynamically alter my playerspeed based on stamina (and maybe health too, I don't know).
In this particular scenario I'm having there are no actors for the badthingshappening scene because I'm being defeated by a mudcrab, and NakedDefeat aborts and lets me walk off (because there are no nearby actors, which is fine) , but my player speed is still changed permanently.  After being defeated by the mudcrab twice my playerspeed is now -3.25 and I can't move at all.  If there is a way to completely prevent NakedDefeat from altering the playerspeed, that would be ideal.


The following are my papyrus logs regarding the changes made after my defeat against the mudcrab.  (the big ones are quite powerful when running Requiem)

[03/04/2025 - 09:55:50AM] NAKED DEFEAT configquest: Crawl(ON) after FNIS
[03/04/2025 - 09:55:50AM] NAKED DEFEAT configquest: SlowDownPlayer PlayerSpeedMult BEFORE Defeat:21.750000
[03/04/2025 - 09:55:50AM] Naked Defeat configquest: SetSpeedMultTo: 40.000000

[03/04/2025 - 09:56:19AM] NAKED DEFEAT configquest: Crawl(OFF) after FNIS
[03/04/2025 - 09:56:19AM] Naked Defeat configquest: SetSpeedMultTo: 21.750000
[03/04/2025 - 09:56:20AM] NAKED DEFEAT configquest: SlowDownPlayer PlayerSpeedMultCurrent After Defeat:21.750000
[03/04/2025 - 09:56:20AM] NAKED DEFEAT configquest: Crawl(OFF) End
[03/04/2025 - 09:56:20AM] NAKED DEFEAT configquest: Immobilize(false)
 

[03/04/2025 - 10:07:19AM] NAKED DEFEAT configquest: Crawl(ON) after FNIS
[03/04/2025 - 10:07:19AM] NAKED DEFEAT configquest: SlowDownPlayer PlayerSpeedMult BEFORE Defeat:-3.250000
[03/04/2025 - 10:07:19AM] Naked Defeat configquest: SetSpeedMultTo: 40.000000
[03/04/2025 - 10:07:19AM] NAKED DEFEAT configquest: Crawl(ON) End


[03/04/2025 - 10:07:46AM] NAKED DEFEAT configquest: Crawl(OFF) after FNIS
[03/04/2025 - 10:07:46AM] Naked Defeat configquest: SetSpeedMultTo: -3.250000
[03/04/2025 - 10:07:47AM] NAKED DEFEAT configquest: SlowDownPlayer PlayerSpeedMultCurrent After Defeat:-3.250000
[03/04/2025 - 10:07:47AM] NAKED DEFEAT configquest: Crawl(OFF) End
[03/04/2025 - 10:07:47AM] NAKED DEFEAT configquest: Immobilize(false)

 

I dont like turning off features that are meant for immersion. 
I d rather try to find a solution for this. 

 

I m adding some changes to this for the next update, should be ready in the following days. 

Posted
40 minutes ago, Nymra said:

 

I dont like turning off features that are meant for immersion. 
I d rather try to find a solution for this. 

 

I m adding some changes to this for the next update, should be ready in the following days. 

That said, shouldn't "disable crawling" take care of it in the interim? No crawling, no slowdown? Personally I'm rather going to adjust the speed via console afterwards if it becomes necessary, but each to his own.

For the record in my case the culprit is definitely Valhalla Combats exhaustion feature. It states nowhere that it slows you down in addition to reducing your melee damage, but the slowdown coincides perfectly with the application and removal of the exhausted state from that mod. I really don't like hidden 'features'. There is a reason I'm running Linux.
 

Posted
3 hours ago, Talesien said:

shouldn't "disable crawling" take care of it in the interim? No crawling, no slowdown? 

There is an option to disable the crawling animation, but it's not directly linked to the slowdown.  I tried disabling it, it doesn't help, the slowdown is applied regardless.

For me, as it stands now, this mod is incompatible with Requiem and Frostfall.  Unfortunately I have to remove it from my list until the problem is resolved.  I can't give up Requiem and Frostfall, as they offer the most hardcore and difficult game possible.  Trying to fix the speed with the console is not going to cut it for me, there are too many complications.
Ahh well...
 

Posted
1 hour ago, nothinburger said:

There is an option to disable the crawling animation, but it's not directly linked to the slowdown.  I tried disabling it, it doesn't help, the slowdown is applied regardless.

For me, as it stands now, this mod is incompatible with Requiem and Frostfall.  Unfortunately I have to remove it from my list until the problem is resolved.  I can't give up Requiem and Frostfall, as they offer the most hardcore and difficult game possible.  Trying to fix the speed with the console is not going to cut it for me, there are too many complications.
Ahh well...
 

 

you could work with me on fixing this, after all, I build Naked Defeat to be as compatible as possible. 
I cannot, however, account for everything when making changes and need the feedback. 

 

4 hours ago, Talesien said:

That said, shouldn't "disable crawling" take care of it in the interim? No crawling, no slowdown? Personally I'm rather going to adjust the speed via console afterwards if it becomes necessary, but each to his own.

For the record in my case the culprit is definitely Valhalla Combats exhaustion feature. It states nowhere that it slows you down in addition to reducing your melee damage, but the slowdown coincides perfectly with the application and removal of the exhausted state from that mod. I really don't like hidden 'features'. There is a reason I'm running Linux.
 

 

yeah, slowdown stands for its own, it actually predates the crawling animations. I also modified movement speed like for years now, but always applies only a base line -20 debuff  and then a +20 buff afterwards or something like this. I was never satisfied with it, tho. 



I think resetting to "100" after the Defeat Scenario would be the beste course of action, since Mods like Frostfall and other "state based" mods will most likely just reapply their modifiers again, while Naked Defeat makes sure it does not slow you down below 40 during the scenario time. 
I will upload a hotfix soon. In the patch I will also add 1-2 MCM options for movement speed control (desired standard player speed that Naked Defeat should apply after scenario and a barefoot stumple/fall option) 

Posted

Running into some issue on my current save, the scene is either not finding enemies or summoning Dragon priests to play out, which is a bit weird since I naked defeat scenarios working fine earlier. Might be a follower issue?

Papyrus.0.log modlist.txt

 

When I tried in a new save with minimal configs it worked fine except for this glare thing which is very strong and persisting for very long as well (3sec+ at a time) before the scene starts.
Haven't seen this ever before including the other 2h+ long playthrough but cant exclude it being an option I got my mcm recorder scripted to turn off.

Papyrus.0.log
here's the log, the scenes are working, the only glaring issue I can see is the ceaseless IVDT complaining which is because it wants slate when p+ does it but might be interesting to check as naked defeat still throws some errors. (managed to solve some errors, found out I was missing mfg fix NG)

image.thumb.png.fb8b44d18a105251082a4ba85fe076f5.png

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