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Naked Defeat AE/SE


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Posted
2 hours ago, Nymra said:

so, a historic moment! Just 10 minutes ago I started Naked Defeats Scenario for the first time on SE/AE :D

I was so frightened to test ANYTHING just because I was afraid of just seeing more problems and bugs... 

But it started all well and worked well. Really stunning. Base Sexlab, no P+ (yet, I postponed that, was already so much to do). 
Had a CTD but it seems that came from the Fuz Roh Bork mod that is not working correctly yet....

But, yeah, I guess I arrived in the future... I mean the present ^^ 

And I made the misstake of installing the XPMSE scripts so my logs get spammed now :D

But. I can finally test some stuff on SE. First thing on the list (also for my own sake) is adressing the ESL issue with Naked Loot/Naked Defeat outfits not beeing saved correctly.

Cant wait to explore the possibilities of the gazillion of SKSE mods and papyurs extenders and whatnot that are out there now ^^

I also see that not so much changed apart of that, I still get all the frankenstein mods containing of 2-3 mods patched together, use this, delete that, this is not here, this is not there, download from XYZ, yay! 
But indeed its a great relieve to just have no lag at all. Still not looking as good as my last LE setup and the teeth ofc also suck, but hey, its WIP :D
 

You will get there. Wax on wax off my young padiwon.

Posted

Grats on making it to the Cenozoic Era. ;)

Aaand a question. Is there a timer on getting your stuff back when getting robbed? Point in case, I was robbed somwhere south of Old Hroldan after losing to a thug on the street (lucky hit). Anyway it then said my stuff was sold to the boss of Cragslane cave, so after some trials and tribulations I made my way there, killed a few got overwhelmed, robbed again ... came back a bit later again and while the bandit for the Robbed 2 quest had all the stuff (I think) that I had with me during my first "visit" to Cragslane, the Boss who supposedly had my stuff from the original road encounter, only had a handful of items, mostly the bow, a few letters, but most of it including my melee weapons and my sweet set of viridium armor is gone, to say nothing about potions, gold and what not. Quite odd, I'm pretty sure it had worked flawless with older version of ND.

Posted
7 minutes ago, Talesien said:

Grats on making it to the Cenozoic Era. ;)

Aaand a question. Is there a timer on getting your stuff back when getting robbed? Point in case, I was robbed somwhere south of Old Hroldan after losing to a thug on the street (lucky hit). Anyway it then said my stuff was sold to the boss of Cragslane cave, so after some trials and tribulations I made my way there, killed a few got overwhelmed, robbed again ... came back a bit later again and while the bandit for the Robbed 2 quest had all the stuff (I think) that I had with me during my first "visit" to Cragslane, the Boss who supposedly had my stuff from the original road encounter, only had a handful of items, mostly the bow, a few letters, but most of it including my melee weapons and my sweet set of viridium armor is gone, to say nothing about potions, gold and what not. Quite odd, I'm pretty sure it had worked flawless with older version of ND.

 

hmm, good observation there. 
I noticed that my potions were missing and right before I started with AE built I was in the midst of investigating this issue.
From what you describe I suspect it has something to do with the way I spawn the actors in there and maybe spawning them multiple times causes the problems.

Because no, there are no timers involved (but planned as option).

I will change the Robbery Quests adding more seperate actors to the script and see if that solves the issue. Because I have no other explanation right now for this behavior, other than some third mod making NPCs consume/lose stuff, which I have not yet heard of before outside of the crappy NPC-abominations we call followers ^^

Posted

anybody having any idea why on SE/AE the shaders for the punishment (electroshocks, flames etc.) are not showing? I get the sounds, but no visual effects....

any setting or mod that can cause this? 

 

 

Posted (edited)
4 hours ago, Nymra said:

anybody having any idea why on SE/AE the shaders for the punishment (electroshocks, flames etc.) are not showing? I get the sounds, but no visual effects....

any setting or mod that can cause this? 

 

 

There are a few mods that remove glow effects that may remove ND's effects.  Tried this one recently and it removed the ND punishment effects.   https://www.nexusmods.com/skyrimspecialedition/mods/119891

 

I removed it and everything returned to normal.  First time I had ever seen a mod impact ND like that.

 

Edit:  RASS adds effects and many disable most of the effects as unappealing.  If you have a mod that modifies RASS, that may be involved. 

 

 

Edited by TFor2
Posted
6 hours ago, TFor2 said:

There are a few mods that remove glow effects that may remove ND's effects.  Tried this one recently and it removed the ND punishment effects.   https://www.nexusmods.com/skyrimspecialedition/mods/119891

I removed it and everything returned to normal.  First time I had ever seen a mod impact ND like that.

 

ah, I also have this mod from the AE beginners guide. Reading it again it makes sense. I try to disable and add to the incompatible mod list if its this one. 

 

6 hours ago, TFor2 said:

 

Edit:  RASS adds effects and many disable most of the effects as unappealing.  If you have a mod that modifies RASS, that may be involved. 

 

 

have yet to go far enough for RASS to do anything, I ll have an eye on it, thank you. 

Posted
5 minutes ago, Nymra said:

 

ah, I also have this mod from the AE beginners guide. Reading it again it makes sense. I try to disable and add to the incompatible mod list if its this one. 

 

 

have yet to go far enough for RASS to do anything, I ll have an eye on it, thank you. 

I did try to exlude ND in the ini file along with my cream mod.  Neither were working right and I got frustrated and removed it.   

Posted
6 minutes ago, TFor2 said:

I did try to exlude ND in the ini file along with my cream mod.  Neither were working right and I got frustrated and removed it.   

 

the shaders are from skyrim itself, maybe that was the problem. Naked Defeat has them linked in its ESP, but the shader effect files are vanilla. Not sure if that helps but I thought I d mention it. 

On LE I used Magic Effect mods that add better shader files to make the stuff look good. Electric shocks were the best with it. 

Posted
3 hours ago, TFor2 said:

I did try to exlude ND in the ini file along with my cream mod.  Neither were working right and I got frustrated and removed it.   

 

can confirm this. disabling the mod fixed the issue.

 

 

Posted
20 minutes ago, Nymra said:

 

can confirm this. disabling the mod fixed the issue.

 

 

Glad it worked for you.  Most all of the effects in my game are improved and dont' really notice glow that bothers me but I have one "no edge glow" mod.  I don't know why though.  It was there with the mod list.  I thought it was the updated version.  https://www.nexusmods.com/skyrimspecialedition/mods/53681

 

But it is the older version.  https://www.nexusmods.com/skyrimspecialedition/mods/3205

 

I don't really see a problem so I never looked further.  This is relatively new if you don't like some of the effects.  https://www.nexusmods.com/skyrimspecialedition/mods/108483?tab=files

Posted
On 3/18/2025 at 1:36 AM, Nymra said:

 

hmm, good observation there. 
I noticed that my potions were missing and right before I started with AE built I was in the midst of investigating this issue.
From what you describe I suspect it has something to do with the way I spawn the actors in there and maybe spawning them multiple times causes the problems.

Because no, there are no timers involved (but planned as option).

I will change the Robbery Quests adding more seperate actors to the script and see if that solves the issue. Because I have no other explanation right now for this behavior, other than some third mod making NPCs consume/lose stuff, which I have not yet heard of before outside of the crappy NPC-abominations we call followers ^^

Seems to go deeper, just got robbed again, went straight to that boss and while (I think) he had all my weapons and armors, the potions, books/letters, and misc were completely missing.

Also, honestly, ND should stop itself if it finds no actors, had it repeatedly now that the last enemy went down from a DoT (burn baby burn) yet ND went through all the motions Squaky clean (seriously what do I need to delete to get rid of this crap?), then tells me no actors found to add, no fucking, then I get robbed (by no one, perhaps the chicken did it?) and sold to the slave market (the chickens again?). Why does it not stop if it finds no one?
Seems not to happen if I die outside combat (perhaps foxes are less mean than chicken? 😛) and I can't remember this to happen before the squeaky clean stuff was added, given that seems to start pretty quickly, perhaps it starts so fast that the last enemy is still alive when it fires and then a whole unholy circle of sillyness is set into motion?

Posted
3 minutes ago, Talesien said:

Seems to go deeper, just got robbed again, went straight to that boss and while (I think) he had all my weapons and armors, the potions, books/letters, and misc were completely missing.

 

its on the priority list now, already working on it. 

 

3 minutes ago, Talesien said:

Also, honestly, ND should stop itself if it finds no actors, had it repeatedly now that the last enemy went down from a DoT (burn baby burn) yet ND went through all the motions Squaky clean (seriously what do I need to delete to get rid of this crap?), then tells me no actors found to add, no fucking, then I get robbed (by no one, perhaps the chicken did it?) and sold to the slave market (the chickens again?). Why does it not stop if it finds no one?
Seems not to happen if I die outside combat (perhaps foxes are less mean than chicken? 😛) and I can't remember this to happen before the squeaky clean stuff was added, given that seems to start pretty quickly, perhaps it starts so fast that the last enemy is still alive when it fires and then a whole unholy circle of sillyness is set into motion?

 

hmm, I had that happen to me too and I thought I closed all the gaps.

 

Bathing gets a slider option and I double check the abort. 

Posted

sooo,...

 

Found the cause for the Bathing oddities and fixed it.

There were also more changes to Bathing in Skyrim renewed than expected, that was also adressed now...

 

what is weird is that my Rotation is not working on SE, which means that the slavery locations are all messed up now.

I never had a report regarding that, maybe ppl just thought it is normal or I am an idiot :D

meaning: when you are sold via SS++ the location has a marker position that I carefully selected, including the direction the PC is facing. 
This is important for the placement of the two followers, 45° degrees in front to the left and right and the spots usually have enough space.

 

Any experiences with that? maybe its my LO that messes it up, dont know. on LE it works like a charm...

or is the world map somehow oriented differently on SE?! ^^ lol 
 

Posted
7 hours ago, Talesien said:

Seems to go deeper, just got robbed again, went straight to that boss and while (I think) he had all my weapons and armors, the potions, books/letters, and misc were completely missing.

Also, honestly, ND should stop itself if it finds no actors, had it repeatedly now that the last enemy went down from a DoT (burn baby burn) yet ND went through all the motions Squaky clean (seriously what do I need to delete to get rid of this crap?), then tells me no actors found to add, no fucking, then I get robbed (by no one, perhaps the chicken did it?) and sold to the slave market (the chickens again?). Why does it not stop if it finds no one?
Seems not to happen if I die outside combat (perhaps foxes are less mean than chicken? 😛) and I can't remember this to happen before the squeaky clean stuff was added, given that seems to start pretty quickly, perhaps it starts so fast that the last enemy is still alive when it fires and then a whole unholy circle of sillyness is set into motion?

Dont get paranoid and blame it on the chickens. The price of eggs is to much as it is. LOL.

Posted
7 hours ago, Nymra said:

sooo,...

 

Found the cause for the Bathing oddities and fixed it.

There were also more changes to Bathing in Skyrim renewed than expected, that was also adressed now...

 

what is weird is that my Rotation is not working on SE, which means that the slavery locations are all messed up now.

I never had a report regarding that, maybe ppl just thought it is normal or I am an idiot :D

meaning: when you are sold via SS++ the location has a marker position that I carefully selected, including the direction the PC is facing. 
This is important for the placement of the two followers, 45° degrees in front to the left and right and the spots usually have enough space.

 

Any experiences with that? maybe its my LO that messes it up, dont know. on LE it works like a charm...

or is the world map somehow oriented differently on SE?! ^^ lol 
 

Aye, experienced it, or rather never experienced it any other way. I'm often alone anyways, so follower placement might not be apparent though I remember they tended to be behind or to the sides, never thought it was intended differently though.

Posted (edited)
2 hours ago, Talesien said:

Aye, experienced it, or rather never experienced it any other way. I'm often alone anyways, so follower placement might not be apparent though I remember they tended to be behind or to the sides, never thought it was intended differently though.

 

would be funny if my hours of careful placement and rotating (like 5 mins of doing it and days of learning about triangulation in Skyworld :D) would have no effect in SE!!! 

Gaaah! 

Time to download some hot 3BA Follower chicks! 

Edited by Nymra
Posted (edited)
38 minutes ago, not_a_waluigi said:

I keep having Defeat scenes trigger, then being "freed" (either because my followers still fight, or no one is around) and my controls are still disabled. Running enableplayercontrols afterwards allows me to open menus, but not move.

 

you can try "unstuck player" in debug wheel (alt + K) but this is usually another mod interfering. 

Defeat Scene like what, from Bleedout or from a hit while you still have HP left? (Critical Hit).

 

Make sure no other mods mess with bleedout or have combat triggers. Mods like Sexlab Aroused Creatures seem to be able to also cause something like this (compatibility is being worked on). 

 

38 minutes ago, not_a_waluigi said:

Wish I could provide a Papyrus.log, but I searched my Skyrim folder and there is no such file (even though I definitely do have PapyrusUtil and both extenders), so...

 

see my signature. would really be helpful here since I first have to make sure its no Naked Defeat problem. 

Edited by Nymra
Posted
12 minutes ago, Nymra said:

 

you can try "unstuck player" in debug wheel (alt + K) but this is usually another mod interfering. 

Defeat Scene like what, from Bleedout or from a hit while you still have HP left? (Critical Hit).

 

Make sure no other mods mess with bleedout or have combat triggers. Mods like Sexlab Aroused Creatures seem to be able to also cause something like this (compatibility is being worked on). 

 

 

see my signature. would really be helpful here since I first have to make sure its no Naked Defeat problem. 

I deleted my post while you were presumably typing this because I realized that (a) I never updated FNIS after installing this, and (b) I read your signature and figured out I had logging disabled. Feel kinda dumb now.

 

If the issue persists, I'll also go through whatever mods I have that might alter combat mechanics and see if disabling them helps. Nothing I have should be screwing with it, but some of the issues I am experiencing kinda look like the result of an incompatibility.

Posted
29 minutes ago, not_a_waluigi said:

I deleted my post while you were presumably typing this because I realized that (a) I never updated FNIS after installing this, and (b) I read your signature and figured out I had logging disabled. Feel kinda dumb now.

 

If the issue persists, I'll also go through whatever mods I have that might alter combat mechanics and see if disabling them helps. Nothing I have should be screwing with it, but some of the issues I am experiencing kinda look like the result of an incompatibility.

 

its most likely not a combat mod, but any mod that is even vaguely classified as "Defeat" Mod, so anything from LL that makes you fucked in Combat. 
But also some "Public Sex" mods can interfere. 
If you are in combat and Naked Defeat starts, your PC goes out of combat. In this situation mods that trigger Sex during normal gameplay (Cities, Wilderness. etc.) can trigger. 

The harmful part is, that locked player controls can be a sign of a mod running on a certain stage which then never proceed or ends which can cause issues further down the line.
I improved Naked Defeat so that this will happen less likely, but on complex mods like this there can always be situations unaccounted for (which I m happy to work on :D)
 

Posted

Hello, I have a quick question, does this mod work on Skyrim AE 1.6.1170 ?

 

And does it handle creatures even if they are not from vanilla skyrim but come from other mods ?

Posted
1 hour ago, Hotoke said:

Hello, I have a quick question, does this mod work on Skyrim AE 1.6.1170 ?

 

yes. I m running it myself on that version. 
There were reports about the MCM not showing up. Report back if that is the case.
In my case MCM Kicker and fixing others mods Load Order issues kinda also fixed that. 

 

1 hour ago, Hotoke said:

And does it handle creatures even if they are not from vanilla skyrim but come from other mods ?

 

every creature that can be used in Sexlab is compatible and will be used. 
I have even a dedicated check for Demonic Creatures and will integrate them further into the mod even (spawning them too as "guests"). 

Posted

I stumbled upon a incompatibility issues between Naked Defeat and The Trappings of Fate:

 

Issue: At the beginning of "The Gordian Bind" chapter, after having been teleported from the tent into Irkhalla's dungeon (the teleportation sequence starts with the PC falling unconsciouly to the ground), the PC is not bound to the torture chair, there are visual glitches (as if the PC is lying on the floor and looking at the ceiling or something similar) and the PC is sliding/rag-dolling through the dungeon. After these glitches, the scene eventually progresses. -> so it is not necessarily a mod-breaking issue, but more visual glitches.

 

When disabling Naked Defeat before the teleportation, everything is working fine.

 

Is anyone else using Naked Defeat and Trappings of Fate and experienced the same issue?

Posted (edited)
39 minutes ago, Gudulba said:

I stumbled upon a incompatibility issues between Naked Defeat and The Trappings of Fate:

 

Issue: At the beginning of "The Gordian Bind" chapter, after having been teleported from the tent into Irkhalla's dungeon (the teleportation sequence starts with the PC falling unconsciouly to the ground), the PC is not bound to the torture chair, there are visual glitches (as if the PC is lying on the floor and looking at the ceiling or something similar) and the PC is sliding/rag-dolling through the dungeon. After these glitches, the scene eventually progresses. -> so it is not necessarily a mod-breaking issue, but more visual glitches.

 

I need to see a papyrus log. I have no idea which part of Naked Defeat could possibly cause this. 

 

39 minutes ago, Gudulba said:

 

When disabling Naked Defeat before the teleportation, everything is working fine.

 

did you try it two or three times with naked defeat enabled? because one time is no time. 

 

In general Naked Defeat, like other Quest mods, can break Quests, even Vanilla Quests. This is impossible to account for and sometimes better to play some of those quests and mods (or even parts of it), with Naked Defeat disabled.

I had some Horror Quest mod (name I dont know anymore) where Naked Defeat even "finished" the quest.
In the end Boss fight my Character was downed and the Endboss was "calmed" by the Naked Defeat Script. The Quest mod interpreted this as if my character had won the fight and ported me out of the endboss room, breaking both Naked Defeat and the Quest. Well :)

Edited by Nymra
Posted
2 hours ago, Nymra said:

 

I need to see a papyrus log. I have no idea which part of Naked Defeat could possibly cause this. 

 

 

did you try it two or three times with naked defeat enabled? because one time is no time. 

 

In general Naked Defeat, like other Quest mods, can break Quests, even Vanilla Quests. This is impossible to account for and sometimes better to play some of those quests and mods (or even parts of it), with Naked Defeat disabled.

I had some Horror Quest mod (name I dont know anymore) where Naked Defeat even "finished" the quest.
In the end Boss fight my Character was downed and the Endboss was "calmed" by the Naked Defeat Script. The Quest mod interpreted this as if my character had won the fight and ported me out of the endboss room, breaking both Naked Defeat and the Quest. Well :)

Yes, I tried several times for troubleshooting purposes. I could reproduce this issue consistently.

I will have to check whether I still have a save from before the teleportation 🙂

Posted (edited)
7 hours ago, Nymra said:

 

yes. I m running it myself on that version. 
There were reports about the MCM not showing up. Report back if that is the case.
In my case MCM Kicker and fixing others mods Load Order issues kinda also fixed that. 

 

 

every creature that can be used in Sexlab is compatible and will be used. 
I have even a dedicated check for Demonic Creatures and will integrate them further into the mod even (spawning them too as "guests"). 

 

I'm glad to hear it, if you don't mind me asking I have a few more questions :

 

your mod has Devious Devices Equip listed as a soft requirement, but the link points toward a LE version of this mod, I assume I should instead use the AE edition of the mod instead since I'm on AE ?

 

I'm also seeing ZAZ 8+ as a requirement but I assumed it was outdated, can you confirm it's safe to use on AE (and should I use the LE version or look for an AE port ?) I've found this version for instance but I'm unsure if it's compatible with your mod

 

Sorry for these silly questions but I'd rather not come back in 3 days with annoying bugs I'm unable to track down

Edited by Hotoke
typos

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