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Naked Defeat AE/SE


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Posted
2 hours ago, Nymra said:

Naked Defeat is meant to use as much stuff as possible.

Its Scenarios are all Rape except for one (Play our girlfriend and you live plays Loving stuff)

 

In the tag section most is up to you. you can put "aggressive" in their too if you like. I dont. 

 

Thanks again for all your help. I did some test runs this morning and it looks like I'm pretty close to that 95% standard you mentioned. I need to fiddle with a few settings but it's more about getting the scenarios to manifest the way I want and fighting a little with deficiencies in ZAZ rather than issues with NADE. Looks like soon it'll be time to move on to my next target mod (probably crime & punishment next) but I'll continue watching NADE for updates so I can keep it current!

Posted
1 hour ago, gregaaz said:

 

Thanks again for all your help. I did some test runs this morning and it looks like I'm pretty close to that 95% standard you mentioned. I need to fiddle with a few settings but it's more about getting the scenarios to manifest the way I want and fighting a little with deficiencies in ZAZ rather than issues with NADE. Looks like soon it'll be time to move on to my next target mod (probably crime & punishment next) but I'll continue watching NADE for updates so I can keep it current!

 

Naked Defeat also has a Crime and Punishment feature (Public Punishment) I achieved a nice feeling of paranoia with it :D
I also plan prison scenarios (basically half ready). 
It would be like POP but with 100times the variety and minus the leash walk (sadly).

I did a full night of testing and found a metric ton of stuff that needed optimizing and in the process I guess I found some of the things that went sideways in terms of actor detection and some other functionality. Alot of it needs to be tested again, but at least I have some leads on the ZAZ furniture stuff too, but no guarantees yet. 

Feel free to keep me posted with logs when stuff fails. 

 

Posted

For some reason even when wearing, armor, clothing or whatever else i can think of ND triggers Critical Naked Defeat basically every single hit. I even changed Defeat chance to 1% and naked hit bonus to 0%. It will then still trigger the event on every single enemy hitting me even tho in the information in the top right it says 1% triggered. But i tried it multiple times and every time it triggers. Any idea?

Posted
2 hours ago, azayldam said:

For some reason even when wearing, armor, clothing or whatever else i can think of ND triggers Critical Naked Defeat basically every single hit. I even changed Defeat chance to 1% and naked hit bonus to 0%. It will then still trigger the event on every single enemy hitting me even tho in the information in the top right it says 1% triggered. But i tried it multiple times and every time it triggers. Any idea?

 

I cannot reproduce this. 
need a papyrus.0.log of when that happens.

 

 

Posted

new version coming soon.

 

Would work on it some more, but it fixes some important stuff.

 

I also implemented the first take on an external JSON configuration file to allow deep customization of Naked Defeat without me spending days making MCM options.

 

 

Posted (edited)
51 minutes ago, ruggsy9 said:

no mcm menu

 

MCM Not showing up
Try these steps in order. Use next step if the previous step failed. 
--> Make sure you have the lastest version of Naked Defeat. Sometimes latest patch is in the Thread somewhere. 
1. open console, type “ski_configmanagerinstance 1” (without “)
2. put Naked Defeat.esp towards the end (last) of your ESP Load Order
3. on a new game, install Sexlab first. Then save and reload and see if Naked Defeat shows up now.
4. on a running game, travel around (fast travel) a bit, save and reload the game
5. install Jaxonz MCM Kicker SE
6. make sure you have a healthy Load Order of mods that works well and other mods all show up.
7. if all that fails, enable papyrus logging, start the game and if MCM not shows up, upload the papyrus.0.log in the support thread. https://www.nexusmods.com/skyrim/articles/368

Edited by Nymra
Posted
35 minutes ago, ruggsy9 said:

Defeat does not show up in the MCM, even after all that...

 

then where is the papyrus log?

Posted

no CTDs just the Defeat mod is not listed or registering in the MCM menu. I have a strong mod list and order. 0 errors in FNIS. I do not have any CTDs.

Other than MCM is there anyway to enable the Defeat mod via an .ini or somehow?

1. I'm using gog SE newest version. 

2. se defeat 5.0 + 5.01 patch + all options.. even tried without options. 

3. No incompatible listed mods installed.

Posted
3 minutes ago, ruggsy9 said:

no CTDs just the Defeat mod is not listed or registering in the MCM menu. I have a strong mod list and order. 0 errors in FNIS. I do not have any CTDs.

 

irrelevant. Skyrim works well until you really need it to. Stuff that looks pretty can be very broken under the surface. 
FNIS errors are irrelevant, so are CTDs. 
I can not rule out that some of the script errors from my early days in the papyrus.log can be connected to that issue and maybe Form 43 but in the end it can work and none of these are changed. 
Make sure your Mod Organizer does not block Form 43, I think some might do that nativly. On MO there was a toggle somewhere  

 

3 minutes ago, ruggsy9 said:

 

Other than MCM is there anyway to enable the Defeat mod via an .ini or somehow?

 

not that I know. 

 

3 minutes ago, ruggsy9 said:

1. I'm using gog SE newest version. 

 

Not supported since I cant test it. I m on 1.6.1170 AE from Steam and it works.

I had the issue too. Cant say 100% but sorting my Load Order with Loot + MCM Kicker seems to have done the trick. (forgot Loot in the Guide I see)

 

3 minutes ago, ruggsy9 said:

2. se defeat 5.0 + 5.01 patch + all options.. even tried without options. 

 

try 5.2 

 

3 minutes ago, ruggsy9 said:

3. No incompatible listed mods installed.

 

irrelevant 

 

Posted

PATCH NOTES 5.2

 

Replaces all previous versions.

If updating from 5.00 no update routine required, it just works.

 

 

Weapon Profiles

- light Plugin/ESL detection was missing. Weapons can be saved correctly

 

There is a PDF guide in the mod files.

 

Sex Group Selection

- Improved how actors groups are selected during sex

---> less Creatures during Human Scenarios

---> less Humans during Creature Scenarios

- Actors who match the DefeatType best will always get first scene (at least I try).

---> Defeated by Giants -> Giants get first round, even if other actors (Mammoths), Allies of the Giant are also selected.

If you fight multiple groups it can be kind of random which comes out on top (fighting bandits and giants all together for example).

 

VIGOR Enhanced Combat Patch

- fixes the whipping bug when certain Vigor MCM options are used. does only disable this during Naked Defeat

 

UI/messaging

- reduced the amount of messages a bit. In SE everything runs faster, lol

the messages cant keep up.

 

No actor found

Fixed another round of issues that could lead to “no actor found” abort.

One of the messages was a false flag anyway.

 

Naked Travelling

I tested this for quite some time now and came to the conclusion that it is still too soft.

Changes made:

- regular “save” fast travelling costs 1000 gold now

- “free” but “risky” fast travel costs no gold but has a higher chance of longer scenes and bad outcomes. Maybe you are teleported to the wrong spot :D Naked...

 

Naked Loot

Fixed a long time bug that sometimes disabled the Naked Loot “equip fitting item only” function (you could euqip everything again). Stupid me looked forever but it was a simple thing in the end, sigh...

Probably nobody even noticed anyway

 

Currently investigating how ESL/Light Plugin Information is carried over between saves. Still not sure the IDs I get are any good if the LO changes.

 

Naked Bathing

Player is washed later now (old Bathing wash event took forever, the Renewed one is very fast)

---> watch out for the next Bathing in Skyrim Renewed update, its important for ND

 

Foreplay

Rebuilt the whole system to work with Sex Tags now.

IMPORTANT:

SexlabP+ will not work with this as is. Needs to register my Nymra SLAL and Nymra Forced Foreplay to SLSB first. If somebody wants to do it I m fine with it.
Note: SexlabP+ is my final goal and will achieve maximum compatibility at some point for sure.

To make this work:

- Naked Defeat now comes with SLATE action log from Osmel (his SLATE creature patch) which is require for many of Naked Defeats Scenarios

- I also packed my own SLATE action log in there. Without that log (which also needs registration with SLSB of SLP+ the Foreplay Scene will not work.

- Import all SLATE Actions and register them in SLATE. Set Foreplay to 100% to see.

 

SL Aroused Creatures

---> watch out for the next Bathing in Skyrim Renewed update, its a first attempt of achieving comaptibility.


Improved Golden Shower Scene (more variety and fixed piss effect)

Golden Shower no longer requires Bathing in Skyrim or beeing dirty. If you set Golden Shower to 100% it will show up EVERY time (and I will make more golden showers possible in different scenarios too).

 

Added “Lurkers” as possible scenario

 

ActorSpawn (Fast Travel/Afterlife) Improved

 

NymSpawning Function improved

 

Fixed the ZAZ Furniture Missalignement Bug (at least it did not show for quite a while now in my test game).

 

External JSON INI

You can now deep customize Naked Defeat from an external JSON ini.

This spares me hours of work with the MCM and allows me to put options in place that would never see the light of day otherwise. THis will be greatly expanded over the coming weeks.

I put some high demand options in there:

- disable collar

- disable punishment items

- disable either fuckbelt or dildo or both

- option to protect enchanted items

- additional difficulty sliders for Public Punishment

 

SKSE/Plugins/Naked Defeat/nadeConfig.json

 

Guide (also in the PDF)

Careful! JSON files are tricky. ONLY change the numbers, no space, no Tab, no nothing

Set to 0 to disable nade Collars.

allow_collar_toggle” : 1,

Set to 0 to disable the nade Fuck Belt (Dildo will still be equiped)

allow_fuckbelts_toggle” : 1,

Set to 0 to disable the nade Dildo

allow_fuckdildo_toggle” : 1,

Set to 0 to disable Hoods, Gags, Shibari Ropes. Cuffs/Yokes will still be equiped.

allow_punishmentitems_toggle” : 1,

Set the exposure gain per tick for Public Punishment. Handle with care. I dont recommend values above 5.

exposurefrom_barefoot_value” : 1,

exposurefrom_cumsoaked_value” : 1,

exposurefrom_dirtiness_value” : 1,

exposurefrom_nudity_value” : 1,

exposurefrom_running_value” : 1,

exposurefrom_sneaking_value” : 1,

exposurefrom_sprinting_value” : 1,

exposurefrom_unarmed_value” : 1,

Set to 0 to disable Forced Bathing alltogether. Golden Showers not affected (can be controlled in MCM anyway).

forced_bathing_toggle” : 1,

Set to 0 to prevent Naked Loot from handling weapons at all (you can equip them any time)

loot_handles_weapons_toggle” : 1,

Set to 0 to disable the Line of Sight (LoS + Angle check) function for Public Punishment. Increases the chance to be punished.

publicpunishment_los_toggle” : 1,

Overrides Strip Item Options of the MCM for Enchancted Armor.

0 -> Unequip, 1 -> Drop, 3 -> Destroy. 404 to disable.

strip_enchantedarmor_value” : 666,

Overrides Strip Item Options of the MCM for Enchancted Weapons.

0 -> Unequip, 1 -> Drop, 3 -> Destroy. 404 to disable.

strip_enchantedweapons_value” : 666

 

Public Punishment

Running and Sprinting in AE/SE seems to work differently or maybe due to OAR it works not as expected. Both “Punishments” seem to be less likely currently, at least in my tests.

Working on it.

Posted (edited)

even if the 5.2 don't work, thank you!! will test tonight... Still no MCM menu... oh well, Thank you for trying to help.

Edited by ruggsy9
Posted (edited)
5 hours ago, ruggsy9 said:

even if the 5.2 don't work, thank you!! will test tonight... Still no MCM menu... oh well, Thank you for trying to help.

If you have 127 or more MCM mod entries, you will not be able to see them all. By default, MCM can only show 127 mods. You will need something like Menu Maid 2 if you want to go over that limit. That may be your issue. If it's not that and you've done all the steps suggested to reset your MCM, then you are missing a required mod or haven't installed correctly.

Edited by Vidust
Posted (edited)

@Nymra, thank you for this mod. I'm having an issue where my character was slowed (movement speed) from an assault, but the slow seems to be permanent. I know there is a debug menu command to reset movement speed. However, it just sets your speed to 100, which is not what I want. I can see my movement speed as a numerical value in my HUD - before the scene, it was 121, after, it's 52. Resetting it to 100 means I'm actually still slower than I'm supposed to be. Is there some other solution? I also tried waiting in game for about 36 hours. This was on version 5.1.

Edited by Vidust
Posted (edited)
2 hours ago, Vidust said:

@Nymra, thank you for this mod. I'm having an issue where my character was slowed (movement speed) from an assault, but the slow seems to be permanent. I know there is a debug menu command to reset movement speed. However, it just sets your speed to 100, which is not what I want. I can see my movement speed as a numerical value in my HUD - before the scene, it was 121, after, it's 52. Resetting it to 100 means I'm actually still slower than I'm supposed to be. Is there some other solution? I also tried waiting in game for about 36 hours. This was on version 5.1.

 

the issue should be no longer occuring. 
Naked Defeat slows you down to 40 for crawling, then back to what you had before. It should substract 80 and then add 80 speed in your case. 
can you try to reproduce this with 120 speed, get defeated and see? If you are not where you started a papyrus.0.log would also help. (use only 5.2 version please) 

I ll double check it from my side in the meantime. 
The nadeConfig.json will get some options for the speed too 

Also at this point there is no other way than using the console to fix your speed. 
Info Messages ON you can see what happens. 
It should "set to 40" on crawl start" and set back to 121 directly after crawling ends. Currently the MCM setting for this is not even respected. 

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

If you have 127 or more MCM mod entries, you will not be able to see them all. By default, MCM can only show 127 mods. You will need something like Menu Maid 2 if you want to go over that limit. That may be your issue. If it's not that and you've done all the steps suggested to reset your MCM, then you are missing a required mod or haven't installed correctly.

nope, I have a total of 180 mods, which  half are companion mods and with 9 active MCM tabs. all mods are installed correctly.  No other mod is overwriting the defeat mod. Violate for FO4 is one of my fav mods. Was really hoping to try this for skyrim SE.  I do enjoy your "R redux" animations!

Edited by ruggsy9
Posted (edited)
42 minutes ago, ruggsy9 said:

nope, I have a total of 180 mods, which  half are companion mods and with 9 active MCM tabs. all mods are installed correctly. 

are you sure you dont have just ohter mods not showing up with MCM too?
The sexlab mods alone that you need should be that count roughly. 

 

42 minutes ago, ruggsy9 said:

No other mod is overwriting the defeat mod.

 

this is not relevant. I build the mod in a way that this is not important. But Load Order can still be since... well, I guess skyrim shenanigans. 

 

42 minutes ago, ruggsy9 said:

Violate for FO4 is one of my fav mods. Was really hoping to try this for skyrim SE.  I do enjoy your "R redux" animations!

 

Please keep me posted. 
Stuff you can check:

- does Form 43 work on Skyrim GOG in general. 
- does your mod organizer or a setting change that 
- is there some form of special support mod/mcm kicker for users with your specific setup / environment 

- you could ask a user to convert the 5.2 versions ESP to Form 44 to check that just to be sure. I cant do that atm but plan on switching the Form at some point, especially if we can trace problems back to it

Last thing is annoying but I got to that point often enough sadly, just part of skyrim modding: 
Minimize your load order. Remove EVERYTHING you dont need really but Sexlab and Naked Defeat and its dependencies (SLAL packs etc). No followers, no graphix, nothing. 
See if that makes the MCM appear. 

 

Edited by Nymra
Posted (edited)

are you sure you dont have just ohter mods not showing up with MCM too?
The sexlab mods alone that you need should be that count roughly. 

 

LOL all I have are sex mods and companion mods installed...

 

Last thing is annoying but I got to that point often enough sadly, just part of skyrim modding: 
Minimize your load order. Remove EVERYTHING you dont need really but Sexlab and Naked Defeat and its dependencies (SLAL packs etc). No followers, no graphix, nothing. 
See if that makes the MCM appear. 

First thing I did and started a new game before posting for help.  still did not appear.  the only small flag in plugins with defeat says.. designed for a different game.  solely because of the AE part of the mod.

Edited by ruggsy9
Posted (edited)
35 minutes ago, ruggsy9 said:

First thing I did and started a new game before posting for help.  still did not appear.  the only small flag in plugins with defeat says.. designed for a different game.  solely because of the AE part of the mod.

 

Just something that came to my mind. 

 

18 minutes ago, ruggsy9 said:

FNIS says

3032 animations for 8 mods and 40 creatures successfully included..
 0 Warning(s).

 

again, I think you look at the wrong places. 

(But ofc it wont hurt to just try Pandora. Until now I have zero issues with it). 


Story for me for example:

I built a basic load order with 100 mods, including like 50 SKSE based mods that improve the whole game. 

Naked Defeat appeared no problem.
200 mods later I had 300 mod load order and made a new game. Naked Defeat did not appear.
I ran LOOT (auto ESP sorting), installed MCM kicker and it appeared.  
 

check out this and install all the basic mods if you dont have them. 

I m not into the deeper technical stuff, I can only speak from experience. 
Mods now showing up was always a problem way back in LE and I never understood the principles and problems behind it and all the "classic" fixes for CTDs or similar just did not work. 

I read that GOG has also trouble with some mods, but well,... 

 

Edited by Nymra
Posted

Thank you.  I understand completely. My FO4 has over 900 mods installed without any CTDs.  But it was a harsh learning curve and months of tinkering and help from others to get it there, as this will be.  As you said... one day two plus two will be four and it will just appear in the MCM..

Posted
9 minutes ago, ruggsy9 said:

Thank you.  I understand completely. My FO4 has over 900 mods installed without any CTDs.  But it was a harsh learning curve and months of tinkering and help from others to get it there, as this will be.  As you said... one day two plus two will be four and it will just appear in the MCM..

 

if you can, I would still like to see a papyrus.0.log if possible on GOG. 
Basically the game starting, you loading the save, Naked Defeat not appearing, you wait 1-2 minutes then quit and send me the log. 
Just curious on what errors get dropped. no snippets please 

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