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Naked Defeat AE/SE


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Posted (edited)
26 minutes ago, Nordlaender said:

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):

  1. 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.

 

they are harmless. and they do not break anything, no matter how long you play. My oldest save with Naked Defeat was 2 years old and still kicking, my current one is over a year and the same. 

The errors are mostly because I use Scenes not in the intended way. All of the scripts in the errors are no longer in use. 

 

Nonetheless I want them gone eventually, its just the part of the mod that its hardest to work with since I do not use the CK at all. 

 

 

26 minutes ago, Nordlaender said:
  1. 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.

 

Naked Defeat is also very modular, but to provide the best experience all the features are interwoven with each other. And it will stay like that. Because otherwise I could no longer expand Naked Defeat. Its also the reasons why I did not create smaller "Outtakes" yet (like a mod exclusivly for Naked Loot stuff). It would just mean I have to make all changes twice. 

Acheron was never meant to be for Naked Defeat. Naked Defeat is a StandAlone using as many other mods as possible with also added compatibility fixes. 
Relying on a foreign mod to start and reliably work continuisously is out of my scope and I will never recommend it. 

Naked Defeat is not perfect, but it can work 100% reliable and continiously without Acheron. Especially on the 6.3 version.

 

The other mods work just fine. 
The only mods that do NOT go well with Naked Defeat are other mods using Bleedout or Combat Triggers and also Mods that like to invade others, like Aroused Creatures, basically everything from Babo, Cursed Loot etc. 

Its still possible to make all that work, but balancing the mods settings against each other has to be done from the users side. I provide as many MCM options as possible or viable for me to help you in that regard.

 

I also never had a save issue that could not be fixed. Sometimes I just did not understnad scripts well and built loops or scripts got stuck. 

Other than that: I completely ignore ALL rules regarding Savegames. I install and uninstall mods by the dozens during my playthroughs, sometimes the same mods multiple times.

I have a save where I installed and uninstalled different versions of Sexlab Survival on the same playthrough and it still works today. 

So... if there is anything at risk with Naked Defeat then my ability to sometimes mess up a script loop :D

 

 

26 minutes ago, Nordlaender said:
  1. 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

 

I dont understand anything here. 

I constantly remove old Properties, especially ones in the scripts themselves (int X , without a int Property X auto that is saved in the ESP for example), cleaning up my old mess and remnants of the original mod up until this day. 

 

DD Framework interaction?  Legay variable? that I do not understand.

 

the other two points are also not known to me. What is a defensive check or a delayed initialization? Like for the MCM quest? I m always curious, but I need more explanation here :)

 

 

26 minutes ago, Nordlaender said:

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

 

Well, see above, Since you did not test Naked Defeat on a longer playthrough yet you have zero experiences to share and your post is more hostile and not helpfull at all because of that. Why shying users away just because of a very broad guess of yours?
 

As stated above. I have saves that are probably older than most and the only mod that never failed with them was Naked Defeat.

 

I m still curious to see how Naked Defeat would "permanently" break anything at all even. 

Other than ALL versions of Sexlab Defeat, which all just stopped working after 20-30 hours intensive "getting defeated" ^^

Naked Defeat never broke any other mod as of yet. Most feedback is based on bad Load Orders, incompatible mods or faulty MCM setups because of the inability to read the instructions. And yes, there were bugs, there are bugs and there was script lag during heavy combat. But even that broke nothing. 
I played with that scripts for 2 1/2 years on Legendary Edition (!!!) and even then it mostly just worked still. 


NG is also just a hoax. It might make better mods, but all the Load Orders are messed up the same as before, because not all mods are NG and, surprise, Skyrim is also not. 

I replaced most old mods with new, and the issues just change, they will never go away.

Its very interesting tho to migrate all the scripts over. 

I currently try to replace most older scripts and some stuff that utilizes sexlab scripts and replace them with what the awesome Scrab and Power of Three Script extenders provide. Which is just magical :D

Edited by Nymra
Posted (edited)

6.35  SnapShot (Patch)

 

OVERWRITE 6.3 FULL with this. 

Load and Play. 

Update Instructions when you are currently in Local Slavery 
make sure you do NOT have the task "Fetch Garbage" before updating.
if you have the task, use Wheel Menu Action (Shift + K) to reset the Slave Tasks (lower left side). Then save, exit, install Patch, load.
Get new Tasks with the guards.

Naked Loot
- polished some scripts for speed
- added Option to allow you to handle Weapons Seperatly.
- Enchanted Weapon and Armor Options from ConfigJson overwrite the MCM Option still. 
- Fixed a Bug that could lead to unwanted Stripping behavior with NPC and with some Weapons I guess... 
---> New Options are set to "Exclude", so you need to set your weapons to what you want. 
---> Feature is not tested fully yet, please report your findings :)

EDIT: 

Forgot to add a toggle for "Disable Weapon Transformation". I did only account for the "Stripping Behavior" 

 

EDIT: added the missing toggle.

I noticed also, that the external nadeConfig.json already has a toggle for Loot Weapon handling :D
But well, not its in the MCM too. For the one downloading it, just redownload the file (new) below.

Local Slavery
- fixed some bugs with Local Slavery (gold taken from you was calculated incorrectly, leading to early freedom)
- improved detection of guards when kneeling 
- improved Garbage Dropping in the streets
- added 3 new Tasks (Tanning Rack, Workbench, Smelter)
- added punishment for sleep/waiting menu :-P 
- more strict curfew, updated curfew times (until 7 not 8)
- fixed some loopholes in the scripts 
- added some Inn/Tavern specialties (try "K" in taverns :D) 
- hair change now allowed in player homes
- harder curfew. but you can spent the night whoring in the inn maybe 
- fixed some issues with locations not beeing detected correctly 

 

Sex Scenes
- Fixed some Loopholes that could still occur

- polished scripts for better and faster actor detection and sorting

- remove some unecessary scripts and duplicates. 

- not yet where I want it to be, but alot closer. 

- added new Logging Functions to make it easier for me to debug papyrus.0.logs. 

BugFixes:
- lots of smaller stuff here and there
- fixed an issue with surrendering not leading to the correct defeat scenario 
- added a check for Nymra Action Log installed. Please load and apply the latest Log from this Patch. 
Naked Defeat will always need the latest version of the log or some functions might stop working (for safety reasons ^^)

Other 
- Improved Expressions
- added missing soft dependency check for SlaveTats 
- improved tag selection for Cage scenes and Local Slavery services (prevent playing foreplay scenes)
- Fixed a Vehicle Bug with Naked Bathing (caused a no clip like effect. could be fixed with "K" Action key)

 


 

 

 

Naked Defeat 6-3-5 SnapShot (Patch) new2 --- (AE + SE).7z

Edited by Nymra
Posted
18 hours ago, Nymra said:

 

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 13.9 kB · 1 download

 

Hi Nymra,  Thanks for the update above.   I did try but the setting still shows "FALSE".   I did check both Sexlab and SLATE, and the tag "NymLogVersion020" is being correctly applied to the animations.      I've narrowed down the possible issue to the line "SexLab.GetAnimationsByTags(2, "NymLogVersion020, ", "", true) in the nade_configquest_scr.psc file but not sure why it's not working (as it should).  Maybe the second apostrophe should be after the 020, instead of the comma.  No idea actually, but thanks for trying to resolve it.  Appreciate it...

Posted
12 minutes ago, Kamikatana said:

 

Hi Nymra,  Thanks for the update above.   I did try but the setting still shows "FALSE".   I did check both Sexlab and SLATE, and the tag "NymLogVersion020" is being correctly applied to the animations.      I've narrowed down the possible issue to the line "SexLab.GetAnimationsByTags(2, "NymLogVersion020, ", "", true) in the nade_configquest_scr.psc file but not sure why it's not working (as it should).  Maybe the second apostrophe should be after the 020, instead of the comma.  No idea actually, but thanks for trying to resolve it.  Appreciate it...

 

my bad, I accidently left the developer only safety in the script,... 


Redownload the SnapShot Patch, it should work now

Posted

So as always let me lead with you do GREAT work. Your defeat mod is the only one I consider usable due to the far out of date, unfixed bugs of the others. I noticed in some earlier posts you mentioned moving to Sexlab P+. We all do what me must so I understand however the thought terrifies me. I'm not very good when it comes to Skyrim workings. My list has been a 6 year long crash test dummy style process. Mostly because well, info gets hard to come by. "adult" lists are not like white collar list....like at all. Mostly because the mods are just made differently. All of the resources for info I do have are great for the general basics of building a big list, however, the number of mods that an conflict in the strangest of ways is staggering. I've had Nexus mods that boast no conflicts break a LL mod. So it's been rough. P+ is nothing short of gutting the core of my list and starting over. What's worse, is that most animation sets out there don't work with it. Animation modders write for base SL with SLAL which means that the animations have to be converted to P+. I....cannot do that. 

 

TLDR: Should you make the switch to ND being only usable with P+ any info on making that switch would be greatly (And I do mean GREATLY) appreciated. 

 

Signed, A struggling end user

Posted
47 minutes ago, Deathevn35 said:

So as always let me lead with you do GREAT work. Your defeat mod is the only one I consider usable due to the far out of date, unfixed bugs of the others. I noticed in some earlier posts you mentioned moving to Sexlab P+. We all do what me must so I understand however the thought terrifies me. I'm not very good when it comes to Skyrim workings. My list has been a 6 year long crash test dummy style process. Mostly because well, info gets hard to come by. "adult" lists are not like white collar list....like at all. Mostly because the mods are just made differently. All of the resources for info I do have are great for the general basics of building a big list, however, the number of mods that an conflict in the strangest of ways is staggering. I've had Nexus mods that boast no conflicts break a LL mod. So it's been rough. P+ is nothing short of gutting the core of my list and starting over. What's worse, is that most animation sets out there don't work with it. Animation modders write for base SL with SLAL which means that the animations have to be converted to P+. I....cannot do that. 

 

TLDR: Should you make the switch to ND being only usable with P+ any info on making that switch would be greatly (And I do mean GREATLY) appreciated. 

 

Signed, A struggling end user

 

hehe, just a short answer here in between. 
I was furious because working with (a very old and dated) sexlab is tiring and frustrating and the more I push the limits, the more I see how limited and flawed the "core mod" of LL really is. 

But with switchting to P+ I mean my own Load Order. I want to do it this way or the other anyway, because I want to explore SLPP and see if it adds what I want without taking too much away.

 

For Naked Defeat it will alwways be compatible with Sexlab. That will never change. Only MAYBE some features of future updates might only work with SLPP, but those will not prevent the mod from working alltogether.

So you dont have to be worried. 

Posted (edited)
16 hours ago, Nymra said:

NG is also just a hoax. It might make better mods, but all the Load Orders are messed up the same as before, because not all mods are NG and, surprise, Skyrim is also not. 

 

Nope it ain't a hoax, it actually is pretty genius, appears you just don't understand what it is about (you are certainly not alone there, which led to a number mod authors adding the NG moniker to their mods, despite it not having any business there).
NG is simply denoting that the SKSE plugin of a mod has been compiled against the CommonLibSSE NG (Next Generation), which makes it compatible with all SE version of Skyrim from 1.5.97 to 1.6.1170 (and potentially beyond, if we are lucky). The problem with the old CommonLibSSE is that mod authors needed to compile their C++ scripts for a specific game version. So a dll made for 1.5.97 would not work with 1.6.640 or 1.6.1170, which caused a huge headache for mod authors (who had to compile a different version of the plugin for every game version they wanted to support) and users alike (who had to get the right version or could not use it, if the author hadn't provided a variant for their game version). CommonLibSSE NG does away with all that.
The only problem, as mentioned above, is that some mod authors add the NG to mods that do not even have a SKSE dll in the first place, muddying the waters. That's hardly the fault of commonlibsse NG, though, and certainly does not make it a hoax.
Not all mods being NG, does no more make it a hoax, if a mod author can't be bothered or has long since retired from modding, then yes his mods will not profit from NG as it is still required to compile the source with and for that new Commonlib. In some cases, if the authors had the good grace to publish their source and make permissions open enough, others may make a dll with commonlibsse NG, but way to many modders seem to be ridden by an irrational fear others might 'steal' their work. At least is has become rare for mods not to include the papyrus source. Putting up the C++ source somewhere public (like GitHub) is still not common enough though (including it with the mod would not make sense and bloat it). Despite this it is save to say that without CommonLibSSE NG many an SKSE mod would likely only support one or two game versions (likely the one the author uses), rather than all of them (except LE of course).
Skyrim does not have to be NG, in fact Skyrim does not have a skse dll as Skyrim does not come with SKSE in the first place, so I don't get your point there?
 

Edited by Talesien
Posted

In the new 6.3 snapshot -  once the patch was activated (player not defeated, not in slavery)  I get a red message "You do not have permission to work here" on all crafting stations, even those in the player's home.  I loaded some earlier saves and saw the same.  When I deactivate the snapshot mod all stations return to normal behavior.

I was wondering what the message was connected to.  Is it the player slavery or player punishment?

Posted
2 hours ago, rjn said:

In the new 6.3 snapshot -  once the patch was activated (player not defeated, not in slavery)  I get a red message "You do not have permission to work here" on all crafting stations, even those in the player's home.  I loaded some earlier saves and saw the same.  When I deactivate the snapshot mod all stations return to normal behavior.

I was wondering what the message was connected to.  Is it the player slavery or player punishment?

 

its the new Local Slavery Feature missing a check most likely. 
I make a hotfix.

Posted
13 hours ago, Talesien said:

Nope it ain't a hoax, it actually is pretty genius, appears you just don't understand what it is about (you are certainly not alone there, which led to a number mod authors adding the NG moniker to their mods, despite it not having any business there).
NG is simply denoting that the SKSE plugin of a mod has been compiled against the CommonLibSSE NG (Next Generation), which makes it compatible with all SE version of Skyrim from 1.5.97 to 1.6.1170 (and potentially beyond, if we are lucky). The problem with the old CommonLibSSE is that mod authors needed to compile their C++ scripts for a specific game version. So a dll made for 1.5.97 would not work with 1.6.640 or 1.6.1170, which caused a huge headache for mod authors (who had to compile a different version of the plugin for every game version they wanted to support) and users alike (who had to get the right version or could not use it, if the author hadn't provided a variant for their game version). CommonLibSSE NG does away with all that.
The only problem, as mentioned above, is that some mod authors add the NG to mods that do not even have a SKSE dll in the first place, muddying the waters. That's hardly the fault of commonlibsse NG, though, and certainly does not make it a hoax.
Not all mods being NG, does no more make it a hoax, if a mod author can't be bothered or has long since retired from modding, then yes his mods will not profit from NG as it is still required to compile the source with and for that new Commonlib. In some cases, if the authors had the good grace to publish their source and make permissions open enough, others may make a dll with commonlibsse NG, but way to many modders seem to be ridden by an irrational fear others might 'steal' their work. At least is has become rare for mods not to include the papyrus source. Putting up the C++ source somewhere public (like GitHub) is still not common enough though (including it with the mod would not make sense and bloat it). Despite this it is save to say that without CommonLibSSE NG many an SKSE mod would likely only support one or two game versions (likely the one the author uses), rather than all of them (except LE of course).
Skyrim does not have to be NG, in fact Skyrim does not have a skse dll as Skyrim does not come with SKSE in the first place, so I don't get your point there?
 

 

With hoax I was refering to the NG beeing a magical thing to fix your game. I get the feeling ppl install NG mods with the idea that this alone will make Skyrim faster and more stable. 
Or that those mods are magically just perfect lol :D  

When I compare support requests between Skyrim AE/SE and Skyrim LE it just seems ppl on LE had a bit more basic knowlegde. But that might just be a wrong perception of mine. 


Basically I wanted to say: NG will not help you or save you or make your game better, you need to still find bad mods, understand papyrus and the log, etc. 

But still interesting to read the details. I originally thought NG would just mean it uses a DLL in the first place. 

Posted
3 hours ago, rjn said:

In the new 6.3 snapshot -  once the patch was activated (player not defeated, not in slavery)  I get a red message "You do not have permission to work here" on all crafting stations, even those in the player's home.  I loaded some earlier saves and saw the same.  When I deactivate the snapshot mod all stations return to normal behavior.

I was wondering what the message was connected to.  Is it the player slavery or player punishment?

 

this should fix it

Naked Defeat 6-3-6 Hotfix Crafting --- (AE + SE).7z

Posted
14 minutes ago, rjn said:

Thanks.  I reloaded an affected save with this fix and crafting does work as expected.  Now I can check out what's new in the 6.3 patch. So far I've learned Local Slavery will restrict crafting.

 

:D
It will restrict a lot. 
But the main idea is to impose some rules and make slave life more immersive. 

Posted

yay! Only like 9 hours of work and I finally got the core part of "Mining Slave" Scenarios put together. Like for example the DAMNED actual mining :D

 

Long story short, Mining Slave Scenarios might be added soon as a Simple Slavery Outcome aside the current big city scenarios.

Posted

Small Note for Local Slavery 

 

Dunno if anybody is really testing/using this yet.

 

PLEASE do not Spam the Slave Action Key (left arrow by default). 

I noticed I forgot the spam protection :P
Should not be critical but can lead to unwanted stuff I guess. 

 

Cannot do a hotfix because its a more basic and longer fix. 

 


 

Posted

The whipmarks on my character seem to be glitched, as they are not fading after the set time. Is there a console command to remove them?

Posted (edited)
30 minutes ago, 008zulu said:

The whipmarks on my character seem to be glitched, as they are not fading after the set time. Is there a console command to remove them?

 

do you have rape tattoos and fade tattoos installed?

 

 

(if not, they will not fade... )
 

you can remove them in racemenu on the body overlays 

Edited by Nymra
Posted

Hello, i am really enjoying this mod, but i am having a weird bug where my character's mouth is staying open after the sex scenes. Also this persists after the end of the defeat scenario and when starting a new one (without reloading save). I am on skyrim 1.6.1170.

modlist.txt

Posted
32 minutes ago, satyr69 said:

Hello, i am really enjoying this mod, but i am having a weird bug where my character's mouth is staying open after the sex scenes. Also this persists after the end of the defeat scenario and when starting a new one (without reloading save). I am on skyrim 1.6.1170.

modlist.txt 13.79 kB · 1 download

Try pressing K action key. Should close the mouth. Other than that, which version do you use? Download latest snapshot from the thread. Then load save, disable mod, wait 10, save exit load save enable mod, wait 10 save and reload. Its the old update procedure. U need to do it only once. Newer versions no longer need it.

Posted (edited)

I don't know if it matters for any version, since the recommended update procedure would be the same(as I understand it), but the update description is a bit confusing:


UPDATE PROCEDURE from pre 6.2 and earlier version to 6.3 (not important for older 4.XX versions)

 

- its a patch, so requires 6.2 FULL 

- overwrite 6.2

6.3 if a full version so how is it a patch? We can't even download 6.2 so why is it required?

And one more thing. SL Defeat suddenly won't send me to Simple Slavery for reasons I don't understand. I'm not saying it's your job to give support for SL Defeat, but could Naked Defeat interfere and cause that issue? Naked Defeat was disabled but the scripts could still be present in the save file, and I didn't have this problem before updating ND and escaping from its defeat event.

Edited by Omnishade
Posted
2 hours ago, Nymra said:

Try pressing K action key. Should close the mouth. Other than that, which version do you use? Download latest snapshot from the thread. Then load save, disable mod, wait 10, save exit load save enable mod, wait 10 save and reload. Its the old update procedure. U need to do it only once. Newer versions no longer need it.

Oh thanks, will try that. I am on version 6.28

Posted
1 hour ago, Omnishade said:

I don't know if it matters for any version, since the recommended update procedure would be the same(as I understand it), but the update description is a bit confusing:


UPDATE PROCEDURE from pre 6.2 and earlier version to 6.3 (not important for older 4.XX versions)

 

- its a patch, so requires 6.2 FULL 

- overwrite 6.2

6.3 if a full version so how is it a patch? We can't even download 6.2 so why is it required?

And one more thing. SL Defeat suddenly won't send me to Simple Slavery for reasons I don't understand. I'm not saying it's your job to give support for SL Defeat, but could Naked Defeat interfere and cause that issue? Naked Defeat was disabled but the scripts could still be present in the save file, and I didn't have this problem before updating ND and escaping from its defeat event.

Its a copay paste error but not harmfull full always overwrites 100% of the previous version. 

 

As for Sl defeat. Naked defeat cannot interfere in any way. But you can check if some mod send dhlp suspend and no resume. Older aroused creatures does that and also dcur. 

 

Naked defeat only sends a modevent to ss++ and thats about it. 

Posted
2 hours ago, Omnishade said:

I don't know if it matters for any version, since the recommended update procedure would be the same(as I understand it), but the update description is a bit confusing:


UPDATE PROCEDURE from pre 6.2 and earlier version to 6.3 (not important for older 4.XX versions)

 

- its a patch, so requires 6.2 FULL 

- overwrite 6.2

6.3 if a full version so how is it a patch? We can't even download 6.2 so why is it required?

And one more thing. SL Defeat suddenly won't send me to Simple Slavery for reasons I don't understand. I'm not saying it's your job to give support for SL Defeat, but could Naked Defeat interfere and cause that issue? Naked Defeat was disabled but the scripts could still be present in the save file, and I didn't have this problem before updating ND and escaping from its defeat event.

 

you can see if SL defeat has a logging function and/or upload a papyrus.0.log when SL Defeat fails to trigger SS++. I can have a look. 

Posted

Hello

 

When I overwrite an empty outfit save, for some reason a save named “light” gets created, and other saved outfits either get deleted or not—it's acting strangely.

Should I just delete the files directly?

Also, is it better to only create one outfit save? (I'm not sure how it selects between multiple saves currently—it seems like all of them might be selected.)

 

For weapon settings in nakedloot, should I just uncheck “$nade_lootweapon”?

This setting doesn't seem to be registered in the game.

 

Also, as mentioned in other comments, I'm unclear on SLATE operations and would appreciate guidance.

(I tried searching for a SLATE tutorial but couldn't find one...)

I'm performing the following steps, but in NakedDefeat's SoftDependencies, “SLATE_ActionLog-Nymra installed: FALSE” remains unchanged:

 

1. Select and register NymraAnimation in SexLabAnimationLoader

2. In SexLabAnimationTagEditor, go to Settings > Import Log File and select “SLATE_ActionLog-OsmelMC.json”

3. Import actions from the file

4. In SexLabAnimationTagEditor, go to Settings > Import Log File and select “SLATE_ActionLog-Nymra.json”

5. Import actions from the file

At this point, the “Number of actions in the action log” shows around 2700 (My environment has everything translated to Japanese, so text overlaps and I can't read the numbers clearly).

I've completed the above steps, but is there something missing?

I believe I'm using the latest version of the JSON file.

 

In my environment, when the item that binds the body with ropes is used during post-defeat restraint, the character's nipples become abnormally large.

I believe this is the cause, so I want to fix it.

 

The game was created as a new game.

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