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Posted (edited)
1 hour ago, WillyWanker9 said:

Issue: Saving outfits does not enter in plugin.esp names where they should be causing saving and loading of modded outfits to not work.

 

Tried using the Naked loot feature but outfit saving and loading doesn't seem to work with modded armor, only vanilla armor. Instead of outfits having their mod ESP name, most slots only save as Skyrim.ESM which causes the armor for the outfit to be unable to be found or at least I think that's what's going on.

 

Just to make sure: did you try it?

 

Save Outfit.

Then remove all items from your inventory

click "Load Outfit" in Naked Defeat MCM.

Make sure the outfit really does not add and equip the items with the "Skyrim.esm" written to them.
I noticed that happened for some of my outfits too but they still got added. 


Also, since the outfit is also saved in a Formlist, it can be that it still works when "looting" stuff. 
 

1 hour ago, WillyWanker9 said:

 

https://www.nexusmods.com/skyrimspecialedition/mods/57213

Trying to load this armor as an outfit after saving with a few accessories like rings, will attach the outfit save file as well.

 

Edit: "Skyrim.esm" string slots actually seem to be mainly empty armor slots but some slots like hats have "Skyrim.esm" there instead of being blank. String slots that are blank as "" have modded armor that the outfit saving feature cannot find the 'mod.esp' for whatever armor mod. Manually entering the esp name into the proper slots fixed the loading modded outfits not working issue so if the saving outfit feature properly found the armor's esp modded armor would be able to be loaded as intended instead of being broken.

 

Example:

Changing "string_slot32" : "",

which is how it the outfit saves from in game to

"string_slot32" : "[COCO] Shadow Assassin.esp",

by manually editing the outfit.json file makes the outfit load properly

 

outfit01.json 1.82 kB · 0 downloads

 

are the missing ESPs enabled?
for example in LE/Oldrim when I use bashedpatch, merged plugins or sth, the name of that plugin is used.
Also on SE there are ESLs, not sure how they are detected. 

I also think maybe the script for SE to detect ESP is different, hmm. I m usign the LE Version but I think SE has more plugins in total.

I will investigate. 

LE Script:

Game.GetModByName("Bathing in Skyrim - Main.esp") != 255) 

 

 

EDIT:

 

This is used to get the mods name: 

https://ck.uesp.net/wiki/GetModName_-_Game

 

  • This function does not appear to work for ESLs or light flagged ESPs as they all load in slot 254.

 

Does any of this apply?

I see the Armor mod has an ESP, at least by name. cannot tell if its "light flagged" or if is converted somehow,. 

Edited by Nymra
Posted (edited)
3 hours ago, Nymra said:

 

Just to make sure: did you try it?

 

Save Outfit.

Then remove all items from your inventory

click "Load Outfit" in Naked Defeat MCM.

Make sure the outfit really does not add and equip the items with the "Skyrim.esm" written to them.
I noticed that happened for some of my outfits too but they still got added. 


Also, since the outfit is also saved in a Formlist, it can be that it still works when "looting" stuff. 

 

I did something similar, mainly I did not have absolutely everything gone from my inventory but everything besides the outfit armor that wasn't essential (not able to drop) was gone from the armor tab. (I did not drop any of my candlesticks in misc for example and had no weapons equipped.)

1. Made sure nothing besides a single mod's armor was equipped (just because I was testing and trying to make it easier)

2. Saved and named outfit

3. Removed all armor I could from my inventory

4. Clicked "Load Outfit" In Naked Defeat MCM

5. No armor was equipped or added to my inventory unless I did the same actions but using vanilla armor which then it would then add and equip them as expected

 

Using the Naked Defeat looting rng mechanic none of my outfits loaded either when the rng of getting an outfit succeeded though I did not have any vanilla outfits saved at the time.

 

3 hours ago, Nymra said:

are the missing ESPs enabled?
for example in LE/Oldrim when I use bashedpatch, merged plugins or sth, the name of that plugin is used.
Also on SE there are ESLs, not sure how they are detected. 

I also think maybe the script for SE to detect ESP is different, hmm. I m usign the LE Version but I think SE has more plugins in total.

I will investigate. 

LE Script:

Game.GetModByName("Bathing in Skyrim - Main.esp") != 255) 

 

 

EDIT:

 

This is used to get the mods name: 

https://ck.uesp.net/wiki/GetModName_-_Game

 

  • This function does not appear to work for ESLs or light flagged ESPs as they all load in slot 254.

 

Does any of this apply?

I see the Armor mod has an ESP, at least by name. cannot tell if its "light flagged" or if is converted somehow,. 

 

The ESP's for the armor is enabled for sure.

The plugins are not merged as I have added the armor mods individually.

 

The armor mod is an ESP that is an ESL or light flagged so there is the part where the problem probably is. Most of my mods are ESLs since that is the main benefit of Skyrim SE I think, to not add to the plugin limit and allow more mods.

If that function doesn't work for ESLs then it makes sense that it can't find the name of the armor mods as most armor/clothing mods will be ESLs to not bloat the plugin limit and therefore won't be able to be found with that function. The edited part was very useful and good to know.

 

The issue would likely be solved if there was some other function that could get the names for ESLs as well but otherwise worked the same since manually replacing the skyrim.esm in the outfit json file in appropriate slots lets the outfit load fine, though I wouldn't know how to find such a function. So the issue is probably the difference in scripts required for LE/SE

Edited by WillyWanker9
Posted (edited)
8 hours ago, Nymra said:

EDIT:

 

This is used to get the mods name: 

https://ck.uesp.net/wiki/GetModName_-_Game

 

  • This function does not appear to work for ESLs or light flagged ESPs as they all load in slot 254.

 

Does any of this apply?

I see the Armor mod has an ESP, at least by name. cannot tell if its "light flagged" or if is converted somehow,. 

Honestly, that makes the function worthless. On SE about every armor mod is ESL flagged. If not it's either a rookie mistake or a sign to stay away from it as the mod author clearly got stuck in the past and who know what other bad, outdated, modding habits he has in there. (At the very least I would run an error check on that mod ... right before compacting it myself). At any rate people will likely request an ESL flagged version anyway.  
The sole exception are those VERY rare armor mods that indeed exceed the allowed number of form id's for a light plugin.
How else are we supposed to fit our 500+ outfits into our load order? 😛 

Edit: Quick check claims SKSE also has a 
GetLightModByName() function or you maybe you could use games.isPluginInstalled instead ... maybe, didn't check the script to see how it uses the function.

Edited by Talesien
Posted
2 hours ago, Talesien said:

Honestly, that makes the function worthless. On SE about every armor mod is ESL flagged. If not it's either a rookie mistake or a sign to stay away from it as the mod author clearly got stuck in the past and who know what other bad, outdated, modding habits he has in there. (At the very least I would run an error check on that mod ... right before compacting it myself). At any rate people will likely request an ESL flagged version anyway.  
The sole exception are those VERY rare armor mods that indeed exceed the allowed number of form id's for a light plugin.
How else are we supposed to fit our 500+ outfits into our load order? 😛 

 

It is time to drop the gauntlet and start modding Sims :P

 

2 hours ago, Talesien said:

Edit: Quick check claims SKSE also has a GetLightModByName() function or you maybe you could use games.isPluginInstalled instead ... maybe, didn't check the script to see how it uses the function.

 

Yeah, had no time checking, was out. I hope there is a similar function, both you found seem to do something else. I need the ESL as string. I ll do some digging and upload a patch to test when ready. 
I already check for LE vs SE version so I will try to include that. 
 

Posted (edited)
11 hours ago, WillyWanker9 said:

 

I did something similar, mainly I did not have absolutely everything gone from my inventory but everything besides the outfit armor that wasn't essential (not able to drop) was gone from the armor tab. (I did not drop any of my candlesticks in misc for example and had no weapons equipped.)

1. Made sure nothing besides a single mod's armor was equipped (just because I was testing and trying to make it easier)

2. Saved and named outfit

3. Removed all armor I could from my inventory

4. Clicked "Load Outfit" In Naked Defeat MCM

5. No armor was equipped or added to my inventory unless I did the same actions but using vanilla armor which then it would then add and equip them as expected

 

Using the Naked Defeat looting rng mechanic none of my outfits loaded either when the rng of getting an outfit succeeded though I did not have any vanilla outfits saved at the time.

 

 

The ESP's for the armor is enabled for sure.

The plugins are not merged as I have added the armor mods individually.

 

The armor mod is an ESP that is an ESL or light flagged so there is the part where the problem probably is. Most of my mods are ESLs since that is the main benefit of Skyrim SE I think, to not add to the plugin limit and allow more mods.

If that function doesn't work for ESLs then it makes sense that it can't find the name of the armor mods as most armor/clothing mods will be ESLs to not bloat the plugin limit and therefore won't be able to be found with that function. The edited part was very useful and good to know.

 

The issue would likely be solved if there was some other function that could get the names for ESLs as well but otherwise worked the same since manually replacing the skyrim.esm in the outfit json file in appropriate slots lets the outfit load fine, though I wouldn't know how to find such a function. So the issue is probably the difference in scripts required for LE/SE


I did some research and the problem is either simple or VERY complex...

 

Here is the first SIMPLE attempt. I cannot test it, so if you want to help, please do this:

 

- use an outfit entirely from ESLs (ideally 2-3 items from at least two different ESL mods).

- save the outfit

- drop all items from inventory

- load outfit from MCM

 

(note: I changed the way the FormID is saved. I think the problem is not the ModName but the FormIDs formatting. So for now the Outfit will still show "skyrim.esm").

 

If you can, please also make a papyrus.0.log while doing this. Thank you.

 

(overwrite the latest PATCH BETA 1 with this)

 

WARNING! DO NOT DOWNLOAD OR INSTALL THIS WITHOUT READING. THIS IS A TEST VERSION NOT MEANT FOR PLAY. 

 

 Naked Defeat 5-073 - ESL Outfit Test - (LE+SE).7z

Edited by Nymra
Posted
9 hours ago, Nymra said:


I did some research and the problem is either simple or VERY complex...

 

Here is the first SIMPLE attempt. I cannot test it, so if you want to help, please do this:

 

- use an outfit entirely from ESLs (ideally 2-3 items from at least two different ESL mods).

- save the outfit

- drop all items from inventory

- load outfit from MCM

 

(note: I changed the way the FormID is saved. I think the problem is not the ModName but the FormIDs formatting. So for now the Outfit will still show "skyrim.esm").

 

If you can, please also make a papyrus.0.log while doing this. Thank you.

 

(overwrite the latest PATCH BETA 1 with this)

 

WARNING! DO NOT DOWNLOAD OR INSTALL THIS WITHOUT READING. THIS IS A TEST VERSION NOT MEANT FOR PLAY. 

 

  Naked Defeat 5-073 - ESL Outfit Test - (LE+SE).7z 179.13 kB · 1 download

 

Did not seem to work, bug same as before

 

 

Papyrus.0.log

Posted

Looking for a suggested methods to address the speed issues with the new ND.  I'm full term pregnant and have speed debuffs from 2 mods.  Does not seem to impact ND's speed setting.  ND does appear to reset speed to the setting that existed prior to a defeat but seems to lock it at that level.  Tried disabling and enabling the speed debuffs from my other mods and it seems to have a minor effect.  In my current state, my run speed should be a walk and it isn't.  I can use console commands but that locks my speed at the level and would require me to reset it all the time.  Prefer the more fluid speed transitions based on debuffs.  At least I'm not faster than a horse when running around which is appreciated.  I removed my survival mods so cold would not slow me down hoping I could keep the other mods working.  Just looking for ideas.  

Posted
21 minutes ago, TFor2 said:

Looking for a suggested methods to address the speed issues with the new ND.  I'm full term pregnant and have speed debuffs from 2 mods.  Does not seem to impact ND's speed setting.  ND does appear to reset speed to the setting that existed prior to a defeat but seems to lock it at that level.  Tried disabling and enabling the speed debuffs from my other mods and it seems to have a minor effect.  In my current state, my run speed should be a walk and it isn't.  I can use console commands but that locks my speed at the level and would require me to reset it all the time.  Prefer the more fluid speed transitions based on debuffs.  At least I'm not faster than a horse when running around which is appreciated.  I removed my survival mods so cold would not slow me down hoping I could keep the other mods working.  Just looking for ideas.  

 

I do not understand the problem at hand.

With the latest Patch BETA 1 Naked Defeat sets the Movement speed to 100 after the Defeat Scenario is finished.
There is no locking or something like that, its just that each mod does its own thing and it seems not to be possible to really account for that. hmm.

 

Mod environment seems to be too diverse for this to really be working one way or another... 

If Naked Defeat debuffs speed (speed -60), you can be stuck immobile. 
If Naked Defeat sets a speed setting (speed set to 40 for Defeat and to 100 after Defeat) other speed mods might not reapply their speed debuffs (depending on the mod). 

 

Currently I have no idea how to account for that, which is really depressing :D

Posted (edited)
23 minutes ago, Nymra said:

 

how does the Outfit file look like?
did it save anything at all? is the item saved as "skyrim.esm" or just blank? is there a number in the ID slot? 

 

Here is the outfit file, used clothing from 3 different armor mods all ESLs of course.

outfit09.json

Edited by WillyWanker9
Posted
17 minutes ago, WillyWanker9 said:

 

Here is the outfit file, used clothing from 3 different armor mods all ESLs of course.

outfit09.json 1.78 kB · 1 download

can you try loading this outfit?

 

I filled the "" blanks with "skyrim.esm"

 

sorry, need to test step by step. Working on an SE built but I have little time for it :( so I cannot test myself yet. 

outfit09.json

Posted (edited)
On 3/5/2025 at 8:57 PM, Nymra said:

 

no no, please continue. I need that feedback for bugfixing. Saves me hours of playtesting. 

 

 

much appreciated 🙂 
it makes me happy that ppl like my work and use my mod, even when my style of development can lead to some bugs ... :P

 

 

See if the movement speed value and the debug option help you with this, too. They come with the PATCH BETA 1 

Should at least reduce the need for console fixes and the debug wheel might be faster. 

 

General note:

Years ago I had massive trouble with movement speed and since made a rule to ONLY ever allow ONE Mod to change Movement speed.

I used Sexlab Disparity for this for years, maybe the mod is for you (dunno if SE compatible tho). 

I aim to replace it with my own scripts tho...

 

IF you use several mods that use movement speed debuffs, try to keep the debuffs small. For example if you have 3 mods that do it, make sure none of these can reduce your movement speed more than 10 (and a total of 30 is already quite alot. When reaching a total reduction of 40-60 it is already very hard to get away from anything and the running animations start to look "off".  Below 40 you can at times lose your ability to move completely (at least on LE). 

 

 

 

I concur with Tfor2, the change of movement speed is messing with apropos speed reduction now.  I am now having the exact opposite problem as the first time (when I my player speed was reduced to a negative value).  Now I am running at super sonic speeds because the player speed is being changed way up while speed reduction modifiers are engaged..
I have 3 mods that alter movement speed :   Requiem, frostfall, and apropos.  These mods work fine together, probably because the movement speed is dynamically altered by percentages as a rule based on levels of Health, stamina, wear and tear and coldness levels (by percentage).  I have never had a problem running these 3 all together.   To directly alter the player speed without it being related to anything creates problems.
This is a major problem, and I suggest you completely refrain from altering the movement speed of the player completely until you have a concrete solution.

Minor problems thus far are things like draugr being able to sell my character to the simple slavery system (which is a little weird, I can't see them going into town on a slave run tbh), although draugr capture is acceptable, going to town and selling slaves is not a draugr thing to do.  Also, things like trolls being able to bind the character in handcuffs (trolls are not dexterous nor smart enough to be able to use such things).  And sometimes the NakedDefeat system not properly detecting what I was actually defeated by.  Once I was defeated by bandits and it told me that I was defeated by sabercats.
But these are the little things.

Bottom line, your mod is vastly superior to the old Defeat mod HOWEVER, you gotta just axe the speed change thing.   It's just gotta be done.  There are too many things that change speed and you can't account for them all.

Edited by nothinburger
Posted
58 minutes ago, nothinburger said:
59 minutes ago, nothinburger said:

Now I am running at super sonic speeds

Just to recap, with the command [player.getav speedmult],   my player speed is now 215 after removing cold effects and apropos wear and tear modifiers.

Posted (edited)
1 hour ago, nothinburger said:

Just to recap, with the command [player.getav speedmult],   my player speed is now 215 after removing cold effects and apropos wear and tear modifiers.

 

Could you try this version?
 

I wrote a script that checks current speed and then only applies the difference in speed as a modifier (so if you have speed 80 I apply -40)
Then after you finished finding a spot or escape I simply add the value that was removed earlier (in this case +40). 

 

I think the issue is that some mods can get confused when the speedmult is set to a fixed value because they still think its like 20 and then apply too much movement speed bonus.

I blame all the mods for it, I never had good experiences with ANY mod that modifies SpeedMult, so here you go rightfully blaming me too... 
(my golden rule: only ONE mod can modify my player speed. everything else will break sooner or later). 

For testing you can enable "Info Messages" in MCM System. it displays the speedmults in the upper left. They are also printed to console.

They are applied when finding spot, reset when spot is found, applied again when escaping and reset after escaped.

 

The only thing that should be axed are mods that are no longer maintained and ignore other mods completely :P

 

Requires 5.00 Full. all other patches can be overwritten with this. No Fnis, No disable/enable/save/load required. Use on a save where you are not currently defeated. 
 

Naked Defeat 5-077 - SpeedMult Test - (SE + LE).7z

Edited by Nymra
Posted (edited)
3 hours ago, Nymra said:

checks current speed and then only applies the difference in speed as a modifier (so if you have speed 80 I apply -40)
Then after you finished finding a spot or escape I simply add the value that was removed earlier (in this case +40). 

So basically what you are saying is:

Modifier=currentspeed/2

then

Setplayerspeed-modifier

after scene

setplayerspeed+modifier

?

hmm.  I dunno, it may not work perfectly if the player speed is changed by a changing modifier in between your steps (for example by the next tier of frostbite cold effect while being stripped in the snowy zones or something like that).  I don't know how you were doing it before anyways....

 

You think you could code it as a debuff that is applied and listed in the magic effects panel instead?  A debuff that's just a straight -x%

Then when it's not needed anymore you just remove the debuff.
That's how all other speed modifiers are applied.  As listed debuffs in the magic effects panel.
So basically use CK to make a unique magical debuff, is what I'm saying.  That way it can be easily applied and removed via the engine.

Probably easier just not to mess with the speed though, then you can focus on other things that matter.

Edited by nothinburger
Posted
3 hours ago, Nymra said:

 

Could you try this version?
 

I wrote a script that checks current speed and then only applies the difference in speed as a modifier (so if you have speed 80 I apply -40)
Then after you finished finding a spot or escape I simply add the value that was removed earlier (in this case +40). 

 

I think the issue is that some mods can get confused when the speedmult is set to a fixed value because they still think its like 20 and then apply too much movement speed bonus.

I blame all the mods for it, I never had good experiences with ANY mod that modifies SpeedMult, so here you go rightfully blaming me too... 
(my golden rule: only ONE mod can modify my player speed. everything else will break sooner or later). 

For testing you can enable "Info Messages" in MCM System. it displays the speedmults in the upper left. They are also printed to console.

They are applied when finding spot, reset when spot is found, applied again when escaping and reset after escaped.

 

The only thing that should be axed are mods that are no longer maintained and ignore other mods completely :P

 

Requires 5.00 Full. all other patches can be overwritten with this. No Fnis, No disable/enable/save/load required. Use on a save where you are not currently defeated. 
 

Naked Defeat 5-077 - SpeedMult Test - (SE + LE).7z 1015.65 kB · 1 download

Me again.  Not complaining.  Just sharing.  I will test this patch tomorrow.  I was using the 5-071 patch beta and 5-072 hotfix.  May replace the 071 with the 072.  Need to check on that.  I will add this patch on top.  I started a new game earlier today.  My speed is all over the place and unlike what I have seen.   Speed is changing upon restart.  Had a speed debuff prior to a defeat and was faster after the defeat and overrode the debuffs.  Reload and speed is different.  I deflated with FHU to remove the speed debuff a few saves further on and instead of increasing movement speed, I slowed to a crawl.  (normal speedmult is 80 in game and it was at 15)  I disabled Appropo effects (not textures) and no change to speed at all.  Should have only a 10% speed debuff overall based on MCM active effects and it is around 50% debuff when I stopped the game.   Attempted to modify speed through console and it had no effect.  No change in speed.  I no longer have the racehorse speed which is great.  I realize this is very complex.  I will provide logs tomorrow when I have a chance to test.  I messed up the logs I did have by saving restarting and saving again trying to fix it.  The only other mods that will potentially impact movement speed tomorrow will be Fertility Mode and FHU.  I will deactivate Appropo effects prior to game start.  I will then deactive FHU movement speed debuff if it still is not working correctly and continue testing.  Fertility Mode I can't deactivate in game that I know of.  FYI- played to level 8, around 16 saves.  Was defeated 4 times.  Defeats all worked correctly.   Resaver showed one unattached script instance on the final save - Believe from Baka Approach mod based on activity.  Testing on saves without unattached instances resulted in the same behaviour except for the FHU slowdown.  I won't provide a narrative description next time.  The logs and a basic activity around the log from now on.  Just want to help.

Posted
34 minutes ago, nothinburger said:

So basically what you are saying is:

Modifier=currentspeed/2

then

Setplayerspeed-modifier

after scene

setplayerspeed+modifier

?

hmm.  I dunno, it may not work perfectly if the player speed is changed by a changing modifier in between your steps (for example by the next tier of frostbite cold effect while being stripped in the snowy zones or something like that).  I don't know how you were doing it before anyways....

 

You think you could code it as a debuff that is applied and listed in the magic effects panel instead?  A debuff that's just a straight -x%

Then when it's not needed anymore you just remove the debuff.

 

I cannot use -% because I am aiming for a certain value and that can change. 
I apply all changes via script. 

 

34 minutes ago, nothinburger said:

That's how all other speed modifiers are applied.  As listed debuffs in the magic effects panel.

 

yeah, and from my experience that also sux :P

 

34 minutes ago, nothinburger said:

So basically use CK to make a unique magical debuff, is what I'm saying.  That way it can be easily applied and removed via the engine.

 

I dont use CK. 

 

34 minutes ago, nothinburger said:

Probably easier just not to mess with the speed though, then you can focus on other things that matter.

 

would help me more if you or anybody else could test it and see if it fits the mod environment.
The things that matter I decide by myself.

 

Your points are still valid tho (Draugr Selling slaves, Trolls not applying cuffs etc.) they are all already on my ToDo list. 

For me the movement speed is the most pressing issue tho. 

Posted (edited)
6 hours ago, nothinburger said:

I concur with Tfor2, the change of movement speed is messing with apropos speed reduction now.  I am now having the exact opposite problem as the first time (when I my player speed was reduced to a negative value).  Now I am running at super sonic speeds because the player speed is being changed way up while speed reduction modifiers are engaged..
I have 3 mods that alter movement speed :   Requiem, frostfall, and apropos.  These mods work fine together, probably because the movement speed is dynamically altered by percentages as a rule based on levels of Health, stamina, wear and tear and coldness levels (by percentage).  I have never had a problem running these 3 all together.   To directly alter the player speed without it being related to anything creates problems.
This is a major problem, and I suggest you completely refrain from altering the movement speed of the player completely until you have a concrete solution.

Minor problems thus far are things like draugr being able to sell my character to the simple slavery system (which is a little weird, I can't see them going into town on a slave run tbh), although draugr capture is acceptable, going to town and selling slaves is not a draugr thing to do.  Also, things like trolls being able to bind the character in handcuffs (trolls are not dexterous nor smart enough to be able to use such things).  And sometimes the NakedDefeat system not properly detecting what I was actually defeated by.  Once I was defeated by bandits and it told me that I was defeated by sabercats.
But these are the little things.

Bottom line, your mod is vastly superior to the old Defeat mod HOWEVER, you gotta just axe the speed change thing.   It's just gotta be done.  There are too many things that change speed and you can't account for them all.

I liked your simple slavery comment.  I've never mentioned it before but I get sold to simple slavery by trolls, falmers and draugrs.  For my immersion, I reload those as I agree with you.  A minor issue for me overall.  My test start  2 days ago, I was sold to simple slavery to PW which I assumed to be public whore which I had deactivated a few weeks ago and 4 starts ago.   Didn't even show it was an option in the SS MCM.  Auction proceeded but didn't go anywhere after being sold.  I tried to leave and crashed on exit to Riften.  Modding.  🤣  I blame my roommate for getting me into this game.  Just can't stop playing now.  

 

What I appreciated the most is your description of ND being superior.  I agree.  Now to resolve the speed issue.  

 

Probably TMI but I had ND from the beginning of my gaming so almost a year ago.  Most of that time was trying to get the game stable but ND was a constant working defeat mod and never had any major issues.  I say that as the speed debuff mods I use were also always present.  I'm not sure I can say ND didn't impact them at all.  I just know that when I should be slow, I was and when I should speed up (appropo healing or FHU deflation) I did speed up.  I use a mod that modifies the standard movement speed of the PC so that is part of it I suppose.  

Edited by TFor2
Posted
26 minutes ago, Nymra said:

I dont use CK

Hm.  Well you should for this issue.  That way the  engine handles it.  If you try to directly change the speed to a specific value there will always be other variables in the way.
Create a spell effect that reduces speed, apply it at the correct time, make it last for 30 seconds.  Problem solved.
Either that or make the speed change an option that you can toggle on or off with the MCM.  Also problem solved.
Messing around with calculations is just going to burn your brain and waste your time.

Posted
1 hour ago, nothinburger said:

Hm.  Well you should for this issue.  That way the  engine handles it.  If you try to directly change the speed to a specific value there will always be other variables in the way.
Create a spell effect that reduces speed, apply it at the correct time, make it last for 30 seconds.  Problem solved.
Either that or make the speed change an option that you can toggle on or off with the MCM.  Also problem solved.
Messing around with calculations is just going to burn your brain and waste your time.

 

Since I am not getting any test results nothing is solved 🙂


You sound awefully familiar. Do you have a second account named mericus? 

Posted
8 hours ago, Nymra said:

 

Since I am not getting any test results nothing is solved 🙂


You sound awefully familiar. Do you have a second account named mericus? 

No, why would I bother making a second account?  To troll people?  I ain't trolling.  I'm just telling you that you'll never be able to synchronize and make compatible player speed modifications unless you work with the CK.
So, whatever.  You want a mod with no problems with compatibility, or you don't care.  It's up to you.  I'm running 190 mods to make Skyrim the most difficult nightmarish (*&^'ed up $&^+show possible, yours is just one mod.  That's your feedback.  I already know your hotfix will not work properly and I have told you what needs to be done for compatibility.
Good luck.

Posted

First round of testing.  

 

Original game speedmult - 100

Speedmult after much sex - 35 (FHU debuff worked correctly)

This is the first log.

Entered vanilla vampire castle with existing speed debuff.  Was defeated.  ND triggered bathing then 3 rounds of no actor selected even though vampires within short range.  Furniture - no whipping.  Wiggled free.  Saw the 40 speed text reference.  Immediately stood up after wiggling free.  NO crawl.  Moved out of range.  Speedmult now 40 after the defeat ended.  This is the 0 log.

Will repeat multiple test variations at this location.

Papyrus POST SEX DEBUFF.0.log Papyrus.0.log

Posted

Test 2:  Speedmult 35 prior to defeat, 40 after defeat.  Noticed the text setting again.  Forced bathing first, no sex after.  No actor found even though within feet of male and female.  Changed crawl timer to Timed for this test - 30 seconds.  Immediately stood up after wiggling free.  Defeated again immediately.  Xcross scenario this time.  1 round of sex occurred.  Stupid strapon which I can't stand.  My issue I can't fix.  Whipping did not occur.  Wiggled free.  Immediately stood up - no crawling.  Speed was 40 after.  Checked both inside and outside upon exiting.  Just checking.  Next test will be no speed debuff prior to defeat.  Improving tags in MCM to your suggested settings or at least what you shared you set them at.  Noticed the forced bathing seems to impact defeat sex.  Seen this before where no actors found occurs after bathing.  I will disable scenarios this test as well.  

Papyrus.0.log

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