crajjjj Posted January 18 Posted January 18 Quick question, SL too tired mod should work OK between sl scenes? Or there is a custom animation? I se there is a timer in mcm for between scenes.
Marajade Posted January 18 Posted January 18 This mod seems to be mostly working for me, but none of the "Aftermaths" ever happen. After a defeat scene the enemies just walk off and the player character gets up normally. The Captivity Chance is set to 100% and many of the other events have chances too, so I'm not sure what's happening.
hyperk2 Posted January 19 Posted January 19 13 hours ago, Nymra said: hey, i cannot find the possible loophole. Can you load a game, equip stuff that you should not be able to equip and upload the papyrus.0.log? I've don't usually have logging enabled, but it was pretty interesting to look at. I can see at the bottom of the file where it starts logging the naked defeat stuff. Basically, I enable the mod (this was the save that I made after disabling it before), then I try equipping some fur stuff, then I toggle the naked loot feature off and then back on, and then try again. I also noticed that the profile json was in my overwrite folder for whatever reason. I tried moving it to the main mod folder from MO2, but that didn't do anything either. Papyrus.0.log
Nymra Posted January 19 Author Posted January 19 13 hours ago, crajjjj said: Quick question, SL too tired mod should work OK between sl scenes? Or there is a custom animation? I se there is a timer in mcm for between scenes. I m not sure if I understand? What is SL Too Tired? Naked Defeat plays custom animations between scenes that fit your scenario (X Cross, Pillory etc.) and state of bondage (cuffs, armbinders etc.) DD-Items are still working even with other animations, but most of the rest of the stuff will break, at least immersion wise.
Nymra Posted January 19 Author Posted January 19 11 hours ago, Marajade said: This mod seems to be mostly working for me, but none of the "Aftermaths" ever happen. After a defeat scene the enemies just walk off and the player character gets up normally. The Captivity Chance is set to 100% and many of the other events have chances too, so I'm not sure what's happening. Me neither, because you did not upload your papyrus.0.log. see my signature for a tutorial.
Nymra Posted January 19 Author Posted January 19 1 hour ago, hyperk2 said: I've don't usually have logging enabled, but it was pretty interesting to look at. I can see at the bottom of the file where it starts logging the naked defeat stuff. Basically, I enable the mod (this was the save that I made after disabling it before), then I try equipping some fur stuff, then I toggle the naked loot feature off and then back on, and then try again. I also noticed that the profile json was in my overwrite folder for whatever reason. I tried moving it to the main mod folder from MO2, but that didn't do anything either. Papyrus.0.log 152.24 kB · 1 download thank you. now I can see where it stops working. I cannot fix it from there because I dont know what got stuck. What you can do: see in the MCM if in Naked Defeat "System" if it says "NaDe suspended by DHLP-Suspend: TRUE" somewhere on the right pane. The most likely culcript here is a faulty DHLP system from SLAC. (sexlab aroused Creatures) This issue was reported by me a long time ago and should be fixed in a newer version of SLAC. Reminds me that I need to implement a brute force DHLP fix to debug other mods not cleaning up behind them. DCUR is also prone on doing this. [01/19/2026 - 04:39:24PM] ERROR: Incorrect number of arguments passed to function slac_utility.OnDHLPResume(). Expected 0, got 4 instead!. stack: <empty stack> So long story short: Deinstall or Update SLAC if you have the latest version, please report back, then its incompatible. If the issue goes away, we have the solution. If NOT please install the patch on top of 6.3 version and try the same thing you did in the log above and send me the log again. Naked Defeat 6-3-2 Loot Test -- (AE + SE).7z
hyperk2 Posted January 19 Posted January 19 19 minutes ago, Nymra said: thank you. now I can see where it stops working. I cannot fix it from there because I dont know what got stuck. What you can do: see in the MCM if in Naked Defeat "System" if it says "NaDe suspended by DHLP-Suspend: TRUE" somewhere on the right pane. The most likely culcript here is a faulty DHLP system from SLAC. (sexlab aroused Creatures) This issue was reported by me a long time ago and should be fixed in a newer version of SLAC. Reminds me that I need to implement a brute force DHLP fix to debug other mods not cleaning up behind them. DCUR is also prone on doing this. [01/19/2026 - 04:39:24PM] ERROR: Incorrect number of arguments passed to function slac_utility.OnDHLPResume(). Expected 0, got 4 instead!. stack: <empty stack> So long story short: Deinstall or Update SLAC if you have the latest version, please report back, then its incompatible. If the issue goes away, we have the solution. If NOT please install the patch on top of 6.3 version and try the same thing you did in the log above and send me the log again. Naked Defeat 6-3-2 Loot Test -- (AE + SE).7z 419.53 kB · 0 downloads I tried a few things, and looks like 'NaDe suspended by DHLP-Suspend: TRUE' is the main culprit I had 4.15 of slac before, and it looks like it was possibly fixed in 4.16. But it looks like updating slac doesn't fix the issue if it's already there if I had to guess. I actually have a save from the same character that's a while back, and it's in a state where NaDe suspended by DHLP-Suspend: FALSE. I thought I couldn't use it because when naked loot tried to replace my weapon, it would get stuck in an infinite loop of giving me the item. But after re-saving the weapon in the item library it seems to work. So if we can't can't this working, I can at least just lose like a few hours instead. Anyways, here's the papyrus log from when I updated slac and tried to re-enable naked defeat/loot Papyrus.0.log
crajjjj Posted January 19 Posted January 19 57 minutes ago, Nymra said: I m not sure if I understand? What is SL Too Tired? Naked Defeat plays custom animations between scenes that fit your scenario (X Cross, Pillory etc.) and state of bondage (cuffs, armbinders etc.) DD-Items are still working even with other animations, but most of the rest of the stuff will break, at least immersion wise. https://www.nexusmods.com/skyrimspecialedition/mods/169323
Nymra Posted January 19 Author Posted January 19 10 minutes ago, crajjjj said: https://www.nexusmods.com/skyrimspecialedition/mods/169323 it SHOULD not break the scripts, but it will break the animations. If the next SexScene of Naked Defeat starts OK (1/3, then 2/3, then 3/3) it should be all good and not so important what happens in between. YOu could also play with the waiting timer in Defeat & Sex Page of NaDe. YOu can increase the time between SexScenes with it.- it seems to have cool animations. maybe I can just make a compatibility thingy when I have some spare time.
Nymra Posted January 19 Author Posted January 19 14 minutes ago, hyperk2 said: I tried a few things, and looks like 'NaDe suspended by DHLP-Suspend: TRUE' is the main culprit I had 4.15 of slac before, and it looks like it was possibly fixed in 4.16. But it looks like updating slac doesn't fix the issue if it's already there if I had to guess. I actually have a save from the same character that's a while back, and it's in a state where NaDe suspended by DHLP-Suspend: FALSE. I thought I couldn't use it because when naked loot tried to replace my weapon, it would get stuck in an infinite loop of giving me the item. But after re-saving the weapon in the item library it seems to work. So if we can't can't this working, I can at least just lose like a few hours instead. Anyways, here's the papyrus log from when I updated slac and tried to re-enable naked defeat/loot Papyrus.0.log 153.86 kB · 0 downloads Well, the one good part of Naked Defeat is, that everything can be fixed. I m good in making bugs, but I also always found my way out. In this case its an external issue, but I implemented a swift and easy fix. Install the Patch (replace the last one and overwrite 6.3) and then press "Action Key" (K) by Default. A Messagebox should appear telling you about DHLP Suspend bla bla. Press OK. Now your save should be fixed. At least Naked Defeat and its LOOT function (among other stuff). It basically just removed the internal flag tho. DHLP suspend is not a "universal" setting or stuff like that. Other mods might still be suspended. If you have OTHER mods that missbehave, just play on. I ll put a DHLP resume debug into the next full version that can also resume/repair other mods. I eventually Deleted ALL of them over 2 years ago so I tend to forget the mess that this can make ^^ Naked Defeat 6-3-3 Loot Fix -- (AE + SE).7z
hyperk2 Posted January 19 Posted January 19 (edited) 24 minutes ago, Nymra said: Well, the one good part of Naked Defeat is, that everything can be fixed. I m good in making bugs, but I also always found my way out. In this case its an external issue, but I implemented a swift and easy fix. Install the Patch (replace the last one and overwrite 6.3) and then press "Action Key" (K) by Default. A Messagebox should appear telling you about DHLP Suspend bla bla. Press OK. Now your save should be fixed. At least Naked Defeat and its LOOT function (among other stuff). It basically just removed the internal flag tho. DHLP suspend is not a "universal" setting or stuff like that. Other mods might still be suspended. If you have OTHER mods that missbehave, just play on. I ll put a DHLP resume debug into the next full version that can also resume/repair other mods. I eventually Deleted ALL of them over 2 years ago so I tend to forget the mess that this can make ^^ Naked Defeat 6-3-3 Loot Fix -- (AE + SE).7z 419.57 kB · 0 downloads Thanks man, that did the trick! I still have to re-save all my outfits, but it's not a big deal. Although, being able to delete slot info without having to manually edit/delete the files would be convenient if possible. Would also be useful when starting a new save. I wouldn't really know which mods use DHLP, but hopefully it'll be alright. Skyrim script language isn't exactly my forte, so thank you again, you've saved my save file. Edited January 19 by hyperk2 1
Nymra Posted January 19 Author Posted January 19 (edited) 26 minutes ago, hyperk2 said: Thanks man, that did the trick! I still have to re-save all my outfits, but it's not a big deal. Although, being able to delete slot info without having to manually edit/delete the files would be convenient if possible. Would also be useful when starting a new save. I wouldn't really know which mods use DHLP, but hopefully it'll be alright. Skyrim script language isn't exactly my forte, so thank you again, you've saved my save file. you can load an Outfit from the MCM. it equips everything instantly. I suggest stripping naked before. then remove or replace the items you want and then Save the outfit again. That is basically how its meant to work without requiring a complex MCM like AH hotkeys etc. (which I will just never be able to do...), plus you basically use your character as a puppet for instant previews ^^ you can always revert all changes by reloading the outfit again. I always kept one outfit slot free for experiments for myself. Saving it in the MCM is important, because that also saves an internal Formlist which is the fastest way to check the items as "valid". So its a 2-layered approach, one for continuity (you can use the profiles across all your different saves) and the internal one for speed. EDIT: I suggest you use a good Mod Organizer (like the only one that is good, Mod Organizer 2 :P) and then you can reliably check and find your Outfit.json files from Naked Defeat, no matter in which folder they are burried. I keep them in an extra Folder that just always overwrites my Naked Defeat Installation (basicall the content of the Extra Profiles from the Downloads. Saves the trouble of doing it manually. The Extra Profiles should just always overwrite the main mod. Edited January 19 by Nymra
Nymra Posted January 19 Author Posted January 19 ok... its time... I m finally fed up with Sexlab and Sexlab Utility Plus and all the other shit. None of those work without the most annoying issues. Time to move on... I see that I get another patch ready before I blow up my Load Order.... Sexlab Pplus, here I come...
Marajade Posted January 19 Posted January 19 5 hours ago, Nymra said: Me neither, because you did not upload your papyrus.0.log. see my signature for a tutorial. Here is the log file. I ran the game through a defeat scenario from start to finish, and then exited. Does this give any insight on why the aftermaths aren't triggering for me? Everything else about the mod seems to be working well. Thanks for the help! Papyrus.0.log
Talesien Posted January 19 Posted January 19 1 hour ago, Nymra said: I see that I get another patch ready before I blow up my Load Order.... Sexlab Pplus, here I come... Crash different.
Kamikatana Posted January 19 Posted January 19 (edited) Nymra, What does the setting status "SLATE - Nymra Loaded" (paraphrasing here as i'm not in front of my gaming computer right now), but what is it exactly looking for to allow it to go from "FALSE" to "TRUE". Outside of ROXIMA, I have all the SLALs. I've enabled Creatures in SL, I have Creature Framework 3.2 and MNC16. I have enabled and registered all animations. I've also loaded the SLATE files (Hentairim, Nymra (from ND6.3) and Osmel, and also "applied the 22000 entries that it found, and enabled creature/animals in ND as well. And even though everything looks like it's running ok, i cannot figure out what it keeps telling me that the NYMRA SLATE setting is still FALSE> Thanks. I think I forgot something, just don't know what it is exactly looking for. Edited January 19 by Kamikatana
Nymra Posted January 19 Author Posted January 19 4 hours ago, Kamikatana said: Nymra, What does the setting status "SLATE - Nymra Loaded" (paraphrasing here as i'm not in front of my gaming computer right now), but what is it exactly looking for to allow it to go from "FALSE" to "TRUE". Outside of ROXIMA, I have all the SLALs. I've enabled Creatures in SL, I have Creature Framework 3.2 and MNC16. I have enabled and registered all animations. I've also loaded the SLATE files (Hentairim, Nymra (from ND6.3) and Osmel, and also "applied the 22000 entries that it found, and enabled creature/animals in ND as well. And even though everything looks like it's running ok, i cannot figure out what it keeps telling me that the NYMRA SLATE setting is still FALSE> Thanks. I think I forgot something, just don't know what it is exactly looking for. I added a new check for the SLATE file in the script but the new SLATE file in 6.3 is outdated. if you load this one, the thingy should go "true" SLATE_ActionLog - Nymra.json
Nymra Posted January 19 Author Posted January 19 5 hours ago, Kamikatana said: Nymra, What does the setting status "SLATE - Nymra Loaded" (paraphrasing here as i'm not in front of my gaming computer right now), but what is it exactly looking for to allow it to go from "FALSE" to "TRUE". Outside of ROXIMA, I have all the SLALs. I've enabled Creatures in SL, I have Creature Framework 3.2 and MNC16. I have enabled and registered all animations. I've also loaded the SLATE files (Hentairim, Nymra (from ND6.3) and Osmel, and also "applied the 22000 entries that it found, and enabled creature/animals in ND as well. And even though everything looks like it's running ok, i cannot figure out what it keeps telling me that the NYMRA SLATE setting is still FALSE> Thanks. I think I forgot something, just don't know what it is exactly looking for. try to go down fighting instead of surrendering and see if it plays out different. (meaning let them beat you into bleedout and do NOT surrender) In the meantime I will check why the Surrender does not detect the enemies correctly. Because That seems to be the issue here. the defeat type is "funny", meaning basically everyone gets a go but also it does not play aftermath scenarios. And also, please install the 6.3 version from the downloads before further testing.
Marajade Posted January 20 Posted January 20 9 hours ago, Marajade said: Here is the log file. I ran the game through a defeat scenario from start to finish, and then exited. Does this give any insight on why the aftermaths aren't triggering for me? Everything else about the mod seems to be working well. Thanks for the help! Papyrus.0.log 217.65 kB · 1 download I've been experimenting more, and it seems like no matter what I don't have the 'essential' flag. I just die, there's no bleedout. So, something isn't working with Naked Defeat. Any chance you can take a look and help me figure it out? If I manually surrender then the mod works, except there's no aftermath. But I can't figure out why the essential flag dropped.
haman4545 Posted January 20 Posted January 20 Naked Loot doesn't seem to be working. I saved two types of equipment in my outfit: 1. Body armor, gauntlets, boots 2. Body armor, boots In this state, the gauntlets always get deleted. Next, I have a request: I think the current naked loot behavior for clothing is fine, but I'd like to freely use weapons. (Currently, I probably need to register weapons too, right? I didn't know that and haven't registered them, so now everything I equip gets deleted lol) Also, it would be great if I could delete outfits saved from MCM. English isn't my native language, so I'm using a translation tool. Sorry if the wording seems off. Translated with DeepL.com (free version)
Nymra Posted January 20 Author Posted January 20 2 hours ago, Marajade said: I've been experimenting more, and it seems like no matter what I don't have the 'essential' flag. I just die, there's no bleedout. So, something isn't working with Naked Defeat. Any chance you can take a look and help me figure it out? If I manually surrender then the mod works, except there's no aftermath. But I can't figure out why the essential flag dropped. Check the Naked Defeat MCM System. There is a toggle for Essential. See if you set it incorrectly. Apart from that: most likely another mod removes essentiality, causing you to die. Basically every mod that works with Player Death or No Death will have that feature and its highly likely that they are incompatible. Try to find it by goind through your modlist and double checking mod descriptions. Do not send me a modlist tho I cannot do this job for you sadly. Other than that: you can use the 6.3 Version and configure "Combat & Stripping" to allow Naked Defeat to trigger on Hits and not only on Bleedout. That way you could at least test the mod itself (set Defeat Chance on Naked and on Strip very high and you should be defeated fast, even with many HP left).
Nymra Posted January 20 Author Posted January 20 1 hour ago, haman4545 said: Naked Loot doesn't seem to be working. I saved two types of equipment in my outfit: 1. Body armor, gauntlets, boots 2. Body armor, boots In this state, the gauntlets always get deleted. hmm, might be I did not prepare for this case that a slot remains naked. Have to double check and see if there is a loophole. 1 hour ago, haman4545 said: Next, I have a request: I think the current naked loot behavior for clothing is fine, but I'd like to freely use weapons. (Currently, I probably need to register weapons too, right? I didn't know that and haven't registered them, so now everything I equip gets deleted lol) Weapons will get their own toggle soon. yes. 1 hour ago, haman4545 said: Also, it would be great if I could delete outfits saved from MCM. 1st Method: Equip the outfit, strip naked, save the outfit. That is at least the "to go" method. I ll double check if it really works. I m not planning on a complex MCM for this but I will try to improve the internal workings for ease of use.
haman4545 Posted January 20 Posted January 20 My explanation was insufficient. With the two outlets saved earlier, you can initially equip the gauntlets. However, if you equip them, then immediately unequip and re-equip them, they will be deleted. I apologize for my poor explanation... Looking forward to the weapon! So deleting them just required overwriting with an empty slot, right? Thank you!
Nymra Posted January 20 Author Posted January 20 1 hour ago, haman4545 said: My explanation was insufficient. With the two outlets saved earlier, you can initially equip the gauntlets. However, if you equip them, then immediately unequip and re-equip them, they will be deleted. I apologize for my poor explanation... I cannot reproduce this. 1. a papyrus.0 log if that happens please. 2. why do you do that in the first place? with another mod? hotkey? 1 hour ago, haman4545 said: So deleting them just required overwriting with an empty slot, right? Thank you! Yes. Equip Outfit 01 , remove Boots, save Outfit 01, now it has no boots saved anymore.
Nordlaender Posted January 20 Posted January 20 Hi Nymra, first of all, thank you for your work on Naked Defeat. I really appreciate the idea behind it and the effort to rewrite the system from scratch instead of building on the old Defeat / SexCrime logic. I am currently testing Naked Defeat in a new game on a modern Skyrim SE setup (SKSE-based, up-to-date frameworks), and I wanted to share some observations that might be useful from a technical and long-term stability perspective. What works well so far: Defeat scenarios with humanoids (e.g. bandits) trigger correctly Creature handling behaves logically (e.g. wolves work, spiders correctly abort with “no interest”) Restraint animations and the minigame function as expected The design decision to block unsupported creatures looks intentional and sensible So on a gameplay level, the mod clearly works. Potential issues observed (Papyrus / long-term stability related): Script binding warnings During game load, Papyrus logs multiple messages like: “Unable to bind script … because their base types do not match” Mostly affecting nade_ quests and aliases This does not break the mod immediately, but in my experience such mismatches can become problematic in longer playthroughs, especially after repeated defeat cycles. Framework overlap sensitivity In modern setups that include: Devious Devices (Classic + NG) OBody / SLIF Acheron SexLab + creature frameworks OAR / FNIS coexistence Naked Defeat appears to sit at a very central position (combat end → state change → restraint → outcome). This makes it more sensitive to race conditions and delayed events than modular systems (e.g. Acheron as a base). Again, nothing breaks instantly, but this kind of tight coupling is often where save issues appear after 30–80 hours. Save cleanliness vs. stability Even on a fresh game, Papyrus shows: missing variables loaded from save legacy variable remnants from DD / framework interaction This is not uncommon, but the volume suggests Naked Defeat might benefit from: additional defensive checks or delayed initialization in some quests/aliases My conclusion as a tester: Naked Defeat feels promising and immersive, and I think the rewrite is absolutely the right direction. However, in very modern, script-heavy setups, it currently feels more suitable for: experimental or short-to-mid playthroughs rather than guaranteed 100h+ main saves. I wanted to share this feedback because I genuinely like the concept and would love to see it mature into a rock-solid alternative to older Defeat systems. Thanks again for your work, and I hope this kind of feedback is helpful rather than annoying. Best regards 1
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