scoul73 Posted April 5, 2025 Posted April 5, 2025 (edited) I tried Naked Defeat 4.8 in my last game and liked some stuff, but found too many bugs to keep it as a defeat mod. Stuck animations, falling through the world, stuff like that. I could use it as a Simple Slavery target, knowing that I'd need to reload sometimes. I used Bane Defeat as my combat defeat system. I am trying 5.1 right now (I downloaded last week before 5.2 came out, but I will circle back to try 5.2 as I work on my mod set, and after the updates settle down) and it is much improved. I have found no major bugs that forced me to reload a game. Some of the animations still go janky especially during whipping scenes with arms and legs slowly twisting farther away from their bound positions and not resetting, but that is pretty minor. I have two feature suggestions since you are actively working on it. 1-3 assaults (max) feels low, compared to Bane Defeat's maximum of individual events of up to twice the number of attackers (if they come back for multiple rounds). Why not 1-max_attackers or even a few more? "Everyone gets a turn" would be the default I'd expect, sometimes fewer or sometimes more. Maybe only on the initial defeat, with 1-3 being the number while in the middle of the being held prisoner scenario. Slavery mods don't have good integration with in-game time. "Just got bought out of Simple Slavery and escapes in a handful of hours" is standard, with little roleplaying consequences. How about adding in-game time to Naked Defeat? The easy option would be how Public Whore does punishment events, with a pop-up text box describing how an event goes on for a day. Make that happen in between failed struggles, keeping the character in slavery for days or weeks in the roleplaying sense, even if the clock doesn't advance for real. An improvement to that would be to actually advance the in-game clock, so it has an effect on all in-game timers. The tricky bit would be survival mods and needing to keep the character fed/watered/sleeping, but that could probably be done. It'd add a lot to immersion. Edited April 5, 2025 by scoul73
Badalice Posted April 6, 2025 Posted April 6, 2025 4 hours ago, Nymra said: did you only try with bears or also other creatures? Bears are somehow bugged, I can confirm that, happened to me yesterday. Try disable and then enable them in the NADE MCM creature toggles. I dont know why, still investigating. Other creaturs should all work. I have tried with other creatures too, to include spiders, wolves, spriggans, and wisp mothers. With the spiders and wolves it will sometimes trigger but not always. Spriggans and wisp mothers don't seem to want to trigger defeat scenes at all. I have tried unchecking their options in NADE, saving/quitting, then reenabling and it doesn't seem to affect the frequency of how often they trigger defeat scenes.
Vidust Posted April 6, 2025 Posted April 6, 2025 8 hours ago, Nymra said: finally found a way to slow down the player for crawling without modifying speedmult. as usual my own scripting artifacts from years ago were in the way kind of.... still not sure if this is working for everybody, but the downside should be just too fast crawling speed hopefully. basically I just drop a very heavy misc object in the players inventory and remove it when crawling is finished. uploading a new version soon since this is kinda critical... Speedmult was a dream, but I found no reliable way that did not either bug out your speedmult or had the risk of just freezing in place from too low speed. Thanks for working on this and getting updates out so quickly. Yes, it seems like changing the player's speedmult has a lot of potential risks, so I'm glad you're changing that. Appreciate the 5.23 update, as now I should be able to continue playing without needing to avoid this mod! Thanks.
Nymra Posted April 6, 2025 Author Posted April 6, 2025 2 hours ago, scoul73 said: I tried Naked Defeat 4.8 in my last game and liked some stuff, but found too many bugs to keep it as a defeat mod. Stuck animations, falling through the world, stuff like that. I could use it as a Simple Slavery target, knowing that I'd need to reload sometimes. I used Bane Defeat as my combat defeat system. Falling through the world is a Sexlab problem. Naked Defeat actually "fixes" it by at least getting you back on the spot. I might make that a hotkey too, while the issue lasted not long for me ever. I left the Mod in a subpar state and beeing on LE was part of the problem. The amount of time needed for a switch to AE plus improving Nade was just not possible sadly. I m so glad I finally got to it. AE is a blast and modding was never more fun! 2 hours ago, scoul73 said: I am trying 5.1 right now (I downloaded last week before 5.2 came out, but I will circle back to try 5.2 as I work on my mod set, and after the updates settle down) and it is much improved. I have found no major bugs that forced me to reload a game. Some of the animations still go janky especially during whipping scenes with arms and legs slowly twisting farther away from their bound positions and not resetting, but that is pretty minor. Janky stuff during whipping is on your Combat mods. Feel free to mention which mods you are using, I might be able to make a fix for it. Whipping works almost perfect for me WITH scene protectors at least to keep the proper distnace. 2 hours ago, scoul73 said: I have two feature suggestions since you are actively working on it. 1-3 assaults (max) feels low, compared to Bane Defeat's maximum of individual events of up to twice the number of attackers (if they come back for multiple rounds). Why not 1-max_attackers or even a few more? "Everyone gets a turn" would be the default I'd expect, sometimes fewer or sometimes more. Maybe only on the initial defeat, with 1-3 being the number while in the middle of the being held prisoner scenario. Got you there. I already plan on adding a nadeConfig.json Option for a Custom Number of Min and Max Animations (12 whatever you like) "Everyone gets a turn" will also be an option. THing is, Naked Defeat is meant for continuitiy and to spice up normal playthroughs. ALSO it has a strong focus on the furniture scene. You can set the "Capture Chance" to 100% and then the "Sex Chance" on the Aftermath options to 50%. This will make it more likely to have multiple rounds of sex then furniture then sex again. 2 hours ago, scoul73 said: Slavery mods don't have good integration with in-game time. "Just got bought out of Simple Slavery and escapes in a handful of hours" is standard, with little roleplaying consequences. How about adding in-game time to Naked Defeat? The easy option would be how Public Whore does punishment events, with a pop-up text box describing how an event goes on for a day. Make that happen in between failed struggles, keeping the character in slavery for days or weeks in the roleplaying sense, even if the clock doesn't advance for real. An improvement to that would be to actually advance the in-game clock, so it has an effect on all in-game timers. The tricky bit would be survival mods and needing to keep the character fed/watered/sleeping, but that could probably be done. It'd add a lot to immersion. In fact I feel like Naked Defeat is currently the only mod that offers a "escape within couple of ingame hours" outcome for Simple Slavery. Everything else seems to be very drawn out and lenghty (might be there is more today, did not have time to check yet). PoP Ups are the worst thing ever. I uninstall every mod that forces them on me. DD is the only one that I tolerate, but only because I can write my own scripts for avoiding the pop ups. Pop Ups will never be part of NADE. "Telling" is something for Pen&Paper roleplay only. It hurts me that I have to put blurs even to cover small gaps. But making good transitions is a ton of work for only 1 second of action... I never cared for game time. naked Defeat has a concept of punishing you for failing in combat by not beeing able to progress the game. If you like the "time scale" immersion I can see if I can add an option like POP to increase timescale during Naked Defeat runs. Features that come up that you might like: Extreme Difficulty (every escape chance is only 1% and increases only 1% always, no loopholes) Tour de Skyrim with Pimp. Inspired by Slaverun I want to make an event that starts a small tour where you arrive in different random locations, are fucked while your owner watches and is paid until he drops you somewhere. I want to place him in skyrim then without questmarker so you can get him for his money when you find him. Next big feature will be Crime System tho. Basically everything POP does but without the leash and + alot of more variety plus creatues. Also I want to make a local slavery feature like SD+, just with a real enforced "local" feature, meaning you will not be able to leave the place until you earn it, one way or another. The Prison System is my "beta" for that in a controlled environment. all that can only happen when I improved Naked Defeat, a mod that I made while learning to write scripts from zero (i basically only knew that "if / then" exists), so many of my old lines are now standing in my way structurally. And changing all that can lead to new bugs. Well, wall of text over. TLDR: keep an eye out for the changelogs and give Nade a try once in a while. You can use it theoretically 100% as SS outcome and I also want to make a creature based small "SS like auction to have a better immersion for getting creature outcomes. Because humans get boring, no? :DDDDD
Nymra Posted April 6, 2025 Author Posted April 6, 2025 1 hour ago, Badalice said: I have tried with other creatures too, to include spiders, wolves, spriggans, and wisp mothers. With the spiders and wolves it will sometimes trigger but not always. Spriggans and wisp mothers don't seem to want to trigger defeat scenes at all. I have tried unchecking their options in NADE, saving/quitting, then reenabling and it doesn't seem to affect the frequency of how often they trigger defeat scenes. 1. get the latest Snapshot 5.23 and try with that. I had no issues with creatures with it and I was defeated alot. only the bears failed once but work now. I fixed some loopholes and improved the creature sorting especially. 2. If creatures still fail, please always save the logs (full logs) and just upload them. If you feel like you spam, drop them via PM, I dont mind. Dont even bother with anything else, you will just waste your time. Every report with a log I can see the issue within 1 minute usually (not always, but most of the time). Everything else is just waste of time.
Nymra Posted April 6, 2025 Author Posted April 6, 2025 9 minutes ago, Vidust said: Thanks for working on this and getting updates out so quickly. Yes, it seems like changing the player's speedmult has a lot of potential risks, so I'm glad you're changing that. Appreciate the 5.23 update, as now I should be able to continue playing without needing to avoid this mod! Thanks. yeah, every idea is only as good as the risks connected to it. I thought I accounted for everything, but then skyrim came over and slapped me in the face If anybody cares: the crawling feature with "find a spot" was basically the core idea of Naked Defeat. back in 2019 I tried to convert a small LE mod to work as a bridge between bleedout and ALL other Defeat mods. So Bleedout --> Find Spot ---> start Deviously Helpless / SL Defeat / Peril / etc. by chance. That is why I wanted this to LOOK cool But now, well I think this is the best solution for now. if any problems arise, let me know ! 1
monsta88 Posted April 6, 2025 Posted April 6, 2025 7 hours ago, Talesien said: No it can not, no no no: https://www.nexusmods.com/skyrimspecialedition/mods/36132 Got killed by stumbling over that darn Skeleton in the Helgen Dungeon one time too often, this mod is essential, because hitting your toes on something should not do serious damage. ^^ I'm using it too, and today I realized that the physics actually damages worn DD items which were patched by Unforgiving Devices. After walking through a few dead spiders (I have corpse collision enabled, I like to stand on dead dragons...) multiple worn DD items got unequipped. I feel I found a cheat code.
Nymra Posted April 6, 2025 Author Posted April 6, 2025 Sexlab Aroused Creatures is now compatible with Naked Defeat. It will no longer invade Naked Defeats Scenes. Please report back any oddities that still arise so we can improve that if needed. Happy hunting! 1
scoul73 Posted April 6, 2025 Posted April 6, 2025 2 hours ago, Nymra said: Janky stuff during whipping is on your Combat mods. Feel free to mention which mods you are using, I might be able to make a fix for it. Good call. It looks like Precision (https://www.nexusmods.com/skyrimspecialedition/mods/72347) is what does it. It is a popular modern combat mod, so probably worth making a fix for, if possible. FWIW, it has an MCM option to disable weapon collision, which is what let me quickly test it. If nothing else, maybe you could toggle that option during a whipping? 3 hours ago, Nymra said: PoP Ups are the worst thing ever. I uninstall every mod that forces them on me. DD is the only one that I tolerate, but only because I can write my own scripts for avoiding the pop ups. Pop Ups will never be part of NADE. "Telling" is something for Pen&Paper roleplay only. It hurts me that I have to put blurs even to cover small gaps. But making good transitions is a ton of work for only 1 second of action... Gotcha. Your mod, so that's that. But for the quick alternate perspective, text box summaries are a quick way to move time along for the player, while the character supposedly endures it. Being captured for weeks or months could be an interesting roleplaying event for the character, but how many players want to sit through that in (timescale-adjusted) real-time? The base game already does pop-up box timeskips for sleeping and waiting and jail sentences, even if the textbox is nothing more than a count of how long you are skipping. I mentioned Public Whore punishments. I don't really want to sit through an all-day set of SL scenes for 24 game hours (or whatever), but sitting through "a bunch" and then a text box saying how it keeps going for hours and hours, is a good middle ground. But I understand that your preferred gameplay loop doesn't take in-game time into account, okay. Otherwise, I don't think playing games with timescale would really help roleplay immersion (it just becomes one scene per 5X hours, instead of one scene per X hours, or whatever), and you'd run into needs mod integration issues. Also FWIW, I don't know if I like the blur. I like the implied idea (injured on the ground, don't know what is coming next), but as a player, the in-between wait time is boring. I usually use that time to look around at random things to kill time, and can't do that with the blur on. I turned it off after a couple rounds during testing. That reminds me, I also turn crawl animations off, but my character cycles through the crawl posture in between other animations. Meaning, "on the ground in a vulnerable state" -> "SexLab scene" -> "on the ground on a vulnerable state" actually transitions through the crawl pose twice. Can't move, but it poses like that for a couple seconds in between other poses/animations. It is minor, but skipping that would be nice if possible.
Nymra Posted April 6, 2025 Author Posted April 6, 2025 15 minutes ago, scoul73 said: Good call. It looks like Precision (https://www.nexusmods.com/skyrimspecialedition/mods/72347) is what does it. It is a popular modern combat mod, so probably worth making a fix for, if possible. FWIW, it has an MCM option to disable weapon collision, which is what let me quickly test it. If nothing else, maybe you could toggle that option during a whipping? Wanted to try this mod the coming days. I will see what can be done. 15 minutes ago, scoul73 said: That reminds me, I also turn crawl animations off, but my character cycles through the crawl posture in between other animations. Meaning, "on the ground in a vulnerable state" -> "SexLab scene" -> "on the ground on a vulnerable state" actually transitions through the crawl pose twice. Can't move, but it poses like that for a couple seconds in between other poses/animations. It is minor, but skipping that would be nice if possible. Crawl On/Off has no effect at the moment. I forgot to account for that option when switching to OAR If you dont want the Crawl you can untick the OAR Crawl Folder. Rest will be fixed in 5.24 maybe
Nymra Posted April 6, 2025 Author Posted April 6, 2025 5.231 Hotfix Requires 5.23 Snapshot Overwrite it with this (this has only scripts folder) - fixed Crawl and Slow down, especially on Escape. - removed hidden remnants of Godmode that could interfere - adjusted timing for slowdowns to not spam messages (and work...) No other changes. just spent 3 hours making this work. Naked Defeat 5-231 - Hotfix - (AE + SE).7z 1
Talesien Posted April 6, 2025 Posted April 6, 2025 (edited) 9 hours ago, Nymra said: In fact I feel like Naked Defeat is currently the only mod that offers a "escape within couple of ingame hours" outcome for Simple Slavery. Everything else seems to be very drawn out and lenghty (might be there is more today, did not have time to check yet). Depends on what you got installed and how you define 'escape'. Cursed loot adds the Bondage Adventure outcome, which can be completed fast enough (a bit luck depended how far you need to go and if it equips a sever hobble dress or not). Then there is Captured Dreams where you can chose the payment outcome, you will end up in chastity but otherwise free to go (getting out of that chastity will be costly though). There is also Treasure Hunter Whore which can also be completed pretty quickly (again a bit luck depended). Mias Castle is an odd one, it used to be me hanging in chains inside the dungeon with that sadist torturing me. From there you were pretty much compelled to finish the Dungeon/Castle. Nowadays it just places me at the initial encounter in the woods by Falkreath, you can simply run from those guys and that's it. Depending on your quota settings Public Whore can also be completed reasonably quickly. So there are a couple quick outcomes, depending on your LO and to some extend decisions and luck. (Might have missed some, never managed to get Wolfclub to work properly for example.) Edited April 6, 2025 by Talesien
leakim Posted April 6, 2025 Posted April 6, 2025 Hi again, I have been testing the mod with the latest snapshot/hotfix. There's definitely an odd problem (in my game) with the ProximityScan that detects actors in proximity in relation to the public punishment logic. I very often get the message indicating "Nobody around", even when I am in a tavern full of NPCs. I can see the proximity scan logic running in the Papyrus log, but it seems to only be catching very few actors, often looking like this in the log: [04/06/2025 - 04:13:12PM] NAKED DEFEAT playeraliasquest: StartProcessPublicExposure() [04/06/2025 - 04:13:12PM] NAKED DEFEAT: proximityquest stage 10 (START ) [04/06/2025 - 04:13:12PM] NAKED DEFEAT: ProximityScan() START [04/06/2025 - 04:13:12PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#15: None [04/06/2025 - 04:13:12PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#14: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#13: Anaita (race=Nord, human=TRUE, humanoid=TRUE, sex=1, gender=1) [04/06/2025 - 04:13:13PM] NAKED DEFEAT proximity: Distance: 89.565727 [04/06/2025 - 04:13:13PM] NAKED DEFEAT proximity: actor detected: [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#12: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#11: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#10: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#9: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#8: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#7: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#6: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#5: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#4: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#3: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#2: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#1: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#0: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT configquest: ProcessCrimeGold() A lot of the time, all actor slots seems to be empty, which I think triggers the "Nobody's around" message and potential drop in public exposure. Here's an empty example: [04/06/2025 - 04:15:47PM] NAKED DEFEAT playeraliasquest: StartProcessPublicExposure() [04/06/2025 - 04:15:48PM] NAKED DEFEAT: proximityquest stage 10 (START ) [04/06/2025 - 04:15:48PM] NAKED DEFEAT: ProximityScan() START [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#15: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#14: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#13: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#12: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#11: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#10: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#9: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#8: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#7: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#6: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#5: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#4: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#3: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#2: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#1: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#0: None [04/06/2025 - 04:15:48PM] [Zad]: UpdateControls() [04/06/2025 - 04:15:48PM] NAKED DEFEAT configquest: ProcessCrimeGold() Maybe I have some mod that somehow prevents their detection, though I am not sure what that might be. Clearly the references in the NPC property are not getting populated properly.
WillyWanker9 Posted April 6, 2025 Posted April 6, 2025 Glad to see Naked Loot being worked on, looks like the outfit saving has been fixed for ESL files but I got another issue with the new json config for naked loot. In the nadeConfg.json when "loot_handles_weapons_toggle" : 0, is set so naked loot shouldn't worry about saved weapons it gives these errors and doesn't allow me to equip unsaved weapons as if the json change doesn't work. [04/06/2025 - 10:13:25AM] NAKED DEFEAT configquest: (#msg) This stuff seems to fit quite nice! [04/06/2025 - 10:13:25AM] NAKED DEFEAT configquest: Get_JSON_Weapon() [04/06/2025 - 10:13:25AM] NAKED DEFEAT configquest: (#msg DEBUG) #ERROR: no suitable weapon found (A) 5-23 Snapshot + 5-231 Hotfix, nadeconfig not being overwritten. Papyrus.0.log nadeConfig.json
Guest Posted April 6, 2025 Posted April 6, 2025 11 hours ago, scoul73 said: Good call. It looks like Precision (https://www.nexusmods.com/skyrimspecialedition/mods/72347) is what does it. It is a popular modern combat mod, so probably worth making a fix for, if possible. FWIW, it has an MCM option to disable weapon collision, which is what let me quickly test it. If nothing else, maybe you could toggle that option during a whipping? Gotcha. Your mod, so that's that. But for the quick alternate perspective, text box summaries are a quick way to move time along for the player, while the character supposedly endures it. Being captured for weeks or months could be an interesting roleplaying event for the character, but how many players want to sit through that in (timescale-adjusted) real-time? The base game already does pop-up box timeskips for sleeping and waiting and jail sentences, even if the textbox is nothing more than a count of how long you are skipping. I mentioned Public Whore punishments. I don't really want to sit through an all-day set of SL scenes for 24 game hours (or whatever), but sitting through "a bunch" and then a text box saying how it keeps going for hours and hours, is a good middle ground. But I understand that your preferred gameplay loop doesn't take in-game time into account, okay. Otherwise, I don't think playing games with timescale would really help roleplay immersion (it just becomes one scene per 5X hours, instead of one scene per X hours, or whatever), and you'd run into needs mod integration issues. Also FWIW, I don't know if I like the blur. I like the implied idea (injured on the ground, don't know what is coming next), but as a player, the in-between wait time is boring. I usually use that time to look around at random things to kill time, and can't do that with the blur on. I turned it off after a couple rounds during testing. That reminds me, I also turn crawl animations off, but my character cycles through the crawl posture in between other animations. Meaning, "on the ground in a vulnerable state" -> "SexLab scene" -> "on the ground on a vulnerable state" actually transitions through the crawl pose twice. Can't move, but it poses like that for a couple seconds in between other poses/animations. It is minor, but skipping that would be nice if possible. You probably know this already but I use this mod and keep precision so I can see the whipping strikes during ND. I really enjoy them. After the whipping, you are knocked loose from the furniture but not off. Before you start wiggling free, use the hotkey from this mod. Wiggle once and you will reapply to the furniture like normal and everything works from then on. Repeat if you have another round of whipping. https://www.nexusmods.com/skyrimspecialedition/mods/86845?tab=description
Nymra Posted April 6, 2025 Author Posted April 6, 2025 2 hours ago, leakim said: Hi again, I have been testing the mod with the latest snapshot/hotfix. There's definitely an odd problem (in my game) with the ProximityScan that detects actors in proximity in relation to the public punishment logic. I very often get the message indicating "Nobody around", even when I am in a tavern full of NPCs. I can see the proximity scan logic running in the Papyrus log, but it seems to only be catching very few actors, often looking like this in the log: [04/06/2025 - 04:13:12PM] NAKED DEFEAT playeraliasquest: StartProcessPublicExposure() [04/06/2025 - 04:13:12PM] NAKED DEFEAT: proximityquest stage 10 (START ) [04/06/2025 - 04:13:12PM] NAKED DEFEAT: ProximityScan() START [04/06/2025 - 04:13:12PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#15: None [04/06/2025 - 04:13:12PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#14: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#13: Anaita (race=Nord, human=TRUE, humanoid=TRUE, sex=1, gender=1) [04/06/2025 - 04:13:13PM] NAKED DEFEAT proximity: Distance: 89.565727 [04/06/2025 - 04:13:13PM] NAKED DEFEAT proximity: actor detected: [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#12: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#11: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#10: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#9: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#8: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#7: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#6: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#5: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#4: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#3: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#2: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#1: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#0: None [04/06/2025 - 04:13:13PM] NAKED DEFEAT configquest: ProcessCrimeGold() A lot of the time, all actor slots seems to be empty, which I think triggers the "Nobody's around" message and potential drop in public exposure. Here's an empty example: [04/06/2025 - 04:15:47PM] NAKED DEFEAT playeraliasquest: StartProcessPublicExposure() [04/06/2025 - 04:15:48PM] NAKED DEFEAT: proximityquest stage 10 (START ) [04/06/2025 - 04:15:48PM] NAKED DEFEAT: ProximityScan() START [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#15: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#14: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#13: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#12: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#11: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#10: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#9: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#8: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#7: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#6: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#5: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#4: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#3: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#2: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#1: None [04/06/2025 - 04:15:48PM] NAKED DEFEAT: PROXIMITY SCAN ACTOR#0: None [04/06/2025 - 04:15:48PM] [Zad]: UpdateControls() [04/06/2025 - 04:15:48PM] NAKED DEFEAT configquest: ProcessCrimeGold() Maybe I have some mod that somehow prevents their detection, though I am not sure what that might be. Clearly the references in the NPC property are not getting populated properly. Upload a full log please. Can u also try this again with nadeconfigs public punishment LOS off? Toggle = 0?
leakim Posted April 6, 2025 Posted April 6, 2025 59 minutes ago, Nymra said: Upload a full log please. Can u also try this again with nadeconfigs public punishment LOS off? Toggle = 0? I've uploaded my papyrus log from the session I uploaded above. A few observations: Disabling the LOS functionality seems to break the functionality entirely. I never get detected if I disable that. I looked at the code and I feel like it is fairly obvious why. (See below) I tried an older version that I still had lying around 5.00 FULL + 5.06 HOTFIX - No Actors again. I do not have any problems in that version. Every other mod in my setup is the same. About point 1: Bool Function CheckLOS(actor akactor) if !cfgqst.PublicPunishment_LOS_TOGGLE return false ; <-- return true here instead elseif akactor.HasLOS(cfgqst.PlayerRef) return true elseif (TempGender < 2) && (TempDistance <= 600) ;CHECK FOV only when close zOffset = akactor.GetHeadingAngle(cfgqst.PlayerRef) akactorName = akactor.GetBaseObject().GetName() ; if !akactorName ; akactorName = akactor.GetName() ; endif if (zOffset < 60) && (zOffset > -60) ; NymMessage(" "+akactorName+" can see you - Distance: "+TempDistance) ;NymMessage(" "+akactorName+" sees you: "+TempDistance+" Heading Angle: "+zOffset) return true else return false endif else return false endif EndFunction Papyrus.2.log
Guest Posted April 6, 2025 Posted April 6, 2025 Anyone else tried to use ND without Creature support? I don't like the animal sex and @TFor2 doesn't know as she uses creatures. Thank you for any help.
Nymra Posted April 6, 2025 Author Posted April 6, 2025 25 minutes ago, TeezMe said: Anyone else tried to use ND without Creature support? I don't like the animal sex and @TFor2 doesn't know as she uses creatures. Thank you for any help. 2 hours ago, leakim said: I've uploaded my papyrus log from the session I uploaded above. A few observations: Disabling the LOS functionality seems to break the functionality entirely. I never get detected if I disable that. I looked at the code and I feel like it is fairly obvious why. (See below) I tried an older version that I still had lying around 5.00 FULL + 5.06 HOTFIX - No Actors again. I do not have any problems in that version. Every other mod in my setup is the same. About point 1: Bool Function CheckLOS(actor akactor) if !cfgqst.PublicPunishment_LOS_TOGGLE return false ; <-- return true here instead elseif akactor.HasLOS(cfgqst.PlayerRef) return true elseif (TempGender < 2) && (TempDistance <= 600) ;CHECK FOV only when close zOffset = akactor.GetHeadingAngle(cfgqst.PlayerRef) akactorName = akactor.GetBaseObject().GetName() ; if !akactorName ; akactorName = akactor.GetName() ; endif if (zOffset < 60) && (zOffset > -60) ; NymMessage(" "+akactorName+" can see you - Distance: "+TempDistance) ;NymMessage(" "+akactorName+" sees you: "+TempDistance+" Heading Angle: "+zOffset) return true else return false endif else return false endif EndFunction Papyrus.2.log 733.76 kB · 0 downloads thx. I sometimes get confused with true/false + ! or not ! and I never managed to get a good convention for it because it was already messed up from the start. d'uh I will look into it. For me it all felt OK in public punishment. you can enable Info Messages to see the ticks life and for what you are punished, also if a civilian or guard sees you. Its high on my list now.
Nymra Posted April 6, 2025 Author Posted April 6, 2025 29 minutes ago, TeezMe said: Anyone else tried to use ND without Creature support? I don't like the animal sex and @TFor2 doesn't know as she uses creatures. Thank you for any help. MCM > Defeat & Sex Options > Allow Creature enemies for Sex [ ] (OFF) and you should be good. Please report any issues. I put some final checks in the scripts to make absolutly sure creatures cant slip by, but due to the heavy engagement of Naked Defeat with creatures, I cant rule out it slipped by somehow... Every scenario (also fast travel and afterlife) is designed to work with humans only too. Future Updates might bring options what happens when a creature defeats you (send to after life for example) to not just be immune to them. If anything does not work as you expect it, feel free to report back to me.
Guest Posted April 6, 2025 Posted April 6, 2025 12 minutes ago, Nymra said: MCM > Defeat & Sex Options > Allow Creature enemies for Sex [ ] (OFF) and you should be good. Please report any issues. I put some final checks in the scripts to make absolutly sure creatures cant slip by, but due to the heavy engagement of Naked Defeat with creatures, I cant rule out it slipped by somehow... Every scenario (also fast travel and afterlife) is designed to work with humans only too. Future Updates might bring options what happens when a creature defeats you (send to after life for example) to not just be immune to them. If anything does not work as you expect it, feel free to report back to me. Thank you. @TFor2 suggested One With Nature so Creatures don't attack and adding this setting will work perfectly for me. Very kind. 💯💋
Nymra Posted April 6, 2025 Author Posted April 6, 2025 (edited) 17 minutes ago, TeezMe said: Thank you. @TFor2 suggested One With Nature so Creatures don't attack and adding this setting will work perfectly for me. Very kind. 💯💋 The setting is important, since creatures can be part of Human Scenarios too, so one with nature alone is not enough to make Naked Defeat not use creatures. But that combination is a good thing for immersion for sure. EDIT: Important thing tho, there are Animals and there are humanoid Creatures. Both are considered "Creatures". So Naked Defeat will also shut down draugrs and falmers. if you want a more detaileld approach you can toggle individual types of animals and creatures in the Naked Defeat MCM -> Creature Toggles (keep Allow Creatures [x] enabled in that case. Edited April 6, 2025 by Nymra
Nymra Posted April 6, 2025 Author Posted April 6, 2025 3 hours ago, leakim said: I've uploaded my papyrus log from the session I uploaded above. A few observations: Disabling the LOS functionality seems to break the functionality entirely. I never get detected if I disable that. I looked at the code and I feel like it is fairly obvious why. (See below) I tried an older version that I still had lying around 5.00 FULL + 5.06 HOTFIX - No Actors again. I do not have any problems in that version. Every other mod in my setup is the same. About point 1: Bool Function CheckLOS(actor akactor) if !cfgqst.PublicPunishment_LOS_TOGGLE return false ; <-- return true here instead elseif akactor.HasLOS(cfgqst.PlayerRef) return true elseif (TempGender < 2) && (TempDistance <= 600) ;CHECK FOV only when close zOffset = akactor.GetHeadingAngle(cfgqst.PlayerRef) akactorName = akactor.GetBaseObject().GetName() ; if !akactorName ; akactorName = akactor.GetName() ; endif if (zOffset < 60) && (zOffset > -60) ; NymMessage(" "+akactorName+" can see you - Distance: "+TempDistance) ;NymMessage(" "+akactorName+" sees you: "+TempDistance+" Heading Angle: "+zOffset) return true else return false endif else return false endif EndFunction you get errors that I dont get. please try this: Disable MOD in MCM Wait 1 min Enable Mod in MCM Save Reload try again. I m also on it at the moment.
Guest Posted April 6, 2025 Posted April 6, 2025 @Nymra Who knew that draugers and falmers were considered animals. I think being punished by them is lore appropriate for me so I will work on this. @TFor2 may ask you about what I need to get creatures to work for them. PM is ok.? Thanks. 💞
Guest Posted April 6, 2025 Posted April 6, 2025 (edited) Sent you a PM. 🥰 Edited April 7, 2025 by TFor2
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