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Posted
5 minutes ago, Serverscrying said:

Hey boss I'm back with bugs 🤭

 

Remember when I mentioned whipping scenes and how I get no whipmarks?

  Reveal hidden contents

 

So as it turns out the "victim" role during a whipping scene gets confused onto a different participant. Every single time when I had a whipping scene I saw the dialogue " got tatooed" and I assumed it was just a bug with displaying my character's name but as it turns out it was some random NPC every time. This time it got called onto a named NPC and there he is, with whipmarks and even a scuffed tattoo that he received from Rape Tats.

 

that is very strange. 
but take note that this could be tied to Slave Tats/Rape Tats settings. SInce those mods just put random tattoos on NPCs too during sex depending on your settings and I register Naked Defeat Tattoos to those mods. I ll still have a look if it could have other causes. 
 

 

5 minutes ago, Serverscrying said:

Another thing which you won't be happy about is the Acheron fix in 6.43.

I have the option for global fix selected but the bleedout did not stop, I was beaten by giants, then got tied up in a devious straightjacket, then got tied to a furniture (which was bugged and kept resetting) so I had to reload save.

 

Another time during the scene from above screenshots it was also bugged but since there was no furniture I just let it play out, in the end I got knocked out and then transported to a different location still in the bleedout state.

 

  Reveal hidden contents

As usual jumping is possible but as soon as I land she goes down to the floor into the bleedout state. Character unstuck and ragdoll console commands don't help.

 

I'll try to redownload the separate fix 04 that you posted earlier and try to let it overwrite patch 6.43

 

 

no no, please dont mix fixes and patches.

just disable the Global Acheron Fix and its basically identical to what you have with fix 04.

 

Thing is: if Acheron does somehow block the "OnBleedout" Event my scripts wont fire.
So please enable the Global Fix, get into bleedout via Acheron and upload the papyrus log. 
I can see if bleedout is even triggering. If not, this global fix wont work without me digging deeper into acheron scripts  and fucntionality which I have just no time to do atm :(

Did you try the user made variant of the Acheron Bridge? I ll upload it as option too soon. its further up in the thread. 

Posted
19 minutes ago, Nymra said:

 

that is very strange. 
but take note that this could be tied to Slave Tats/Rape Tats settings. SInce those mods just put random tattoos on NPCs too during sex depending on your settings and I register Naked Defeat Tattoos to those mods. I ll still have a look if it could have other causes. 
 

 

 

no no, please dont mix fixes and patches.

just disable the Global Acheron Fix and its basically identical to what you have with fix 04.

 

Thing is: if Acheron does somehow block the "OnBleedout" Event my scripts wont fire.
So please enable the Global Fix, get into bleedout via Acheron and upload the papyrus log. 
I can see if bleedout is even triggering. If not, this global fix wont work without me digging deeper into acheron scripts  and fucntionality which I have just no time to do atm :(

Did you try the user made variant of the Acheron Bridge? I ll upload it as option too soon. its further up in the thread. 

 

Just checked again without the 04 fix. It's the global setting.

Whenever it's off it'll heal me normally during naked defeat events, whenver it's on it also heals but it doesn't release me from bleedout. Here is the papyrus log when I specifically disabled global fix, went through a whole naked defeat scenario then enabled it and let myself get killed by the same NPC again.

Bleedout didn't go away so I used a potion to release me, at the end of this scenario I ended up being sold as a slave and I couldn't talk to anyone including the slavemaster or interact with any items like the bucket in the cell. I had a simmilar issue once before after a naked defeat event but then I couldn't even open any of the tab menus and had to load a previous save.

 

Papyrus.0.log

 

Also since you asked I checked my speedmult and it was at 79.00 and I still couldn't move at all so maybe this is a weird quirk of overencumberance whenever you are even slightly slowed by something it'll make you not move at all.

Posted
3 minutes ago, Serverscrying said:

 

Just checked again without the 04 fix. It's the global setting.

Whenever it's off it'll heal me normally during naked defeat events, whenver it's on it also heals but it doesn't release me from bleedout. Here is the papyrus log when I specifically disabled global fix, went through a whole naked defeat scenario then enabled it and let myself get killed by the same NPC again.

Bleedout didn't go away so I used a potion to release me, at the end of this scenario I ended up being sold as a slave and I couldn't talk to anyone including the slavemaster or interact with any items like the bucket in the cell. I had a simmilar issue once before after a naked defeat event but then I couldn't even open any of the tab menus and had to load a previous save.

 

 

As I exptected, the OnBleedout Event does not trigger (I suppose the log is from a game where you entered Acheron blleedout?) 

So Acheron somehow overwrites that engine mechanic. 

Meaning my fix does not fire, since the Event is missing (--> otherwise this line would appear in the Log whenever you go into bleedout: NAKED DEFEAT playeraliasquest: OnEnterBleedout() ##Bleedout## Version)
this is the line when the bleedout global fix is applied: Global Acheron Bleedout Fix Applied

 

Soooo, the only easy and fast option atm would be to add a hotkey that applies the healing spell manually. Would at least be a temporary solution maybe and it can be done relatively fast. 

 

3 minutes ago, Serverscrying said:

 

Papyrus.0.log 1.22 MB · 0 downloads

 

Also since you asked I checked my speedmult and it was at 79.00 and I still couldn't move at all so maybe this is a weird quirk of overencumberance whenever you are even slightly slowed by something it'll make you not move at all.

 

in my game I can still move without issues with Speedmult as low as 50 (+ overencumbered). 

Mileage may vary tho... 

 

I also suspect that there are additional factors in play, since different mods seem to have different methods of slowing you down. 
DD / DD NG is one of those and I think I even added a check for it. 

 

My advise for now would be to disable as many slowdown effects as you can catch (by other mods) or adjust them for less impact when possible. 

Did you try with my Extra Feature "Naked Running"? 

Posted (edited)
1 hour ago, Nymra said:

Soooo, the only easy and fast option atm would be to add a hotkey that applies the healing spell manually. Would at least be a temporary solution maybe and it can be done relatively fast. 

Yes it was from an acheron bleedout since I've set naked defeat bleedout to 0% so it can be applied by acheron every time.

I think a hotkey would definitely be a good solution, maybe even add it into the debug wheel or something because I have situations where after a heated fight I go through all of my potions and then can't drink anything during bleedout whenever it was bugged, meaning I'll probably have to reload a save anyways ^^.

 

1 hour ago, Nymra said:

in my game I can still move without issues with Speedmult as low as 50 (+ overencumbered). 

Mileage may vary tho... 

I am as perplexed as you especially at 79...

I didn't have any inflation, pregnancy or anything the only thing that influenced my movement speed in that moment was me dying with high heels level one, these get unequiped during the defeat scenario though so logically I should be at normal movement speed.

 

1 hour ago, Nymra said:

Did you try with my Extra Feature "Naked Running"? 

Sorry haven't tried that feature yet because there's lots of mods that give me a slow debuff at different times and I like having to juggle everything to not end up stuck in place.

If I end up pregnant from Soulgem Oven I'll have to unequip high heels at some point to not be too slow,

if I end up in a gangbang I'll have to get rid of the cum inflation,

if I have a slowing DD I'll have to get rid of that first so the other effects aren't too strong, etc

 

 

Edit:

Turns out healing away the acheron bleedout state for the other defeat mods might be a bad idea anyways.

 

Didn't want to constantly realign my character during a Practical Defeat animation and it ended. Whenever they're done they just let the character recover from acheron bleedout and don't aggro for a while so you can get away.

 

During a Yamete Kudasai creature defeat simmilar thing happened, the sabretooth just walked away as if everything was over already.

Edited by Serverscrying
Posted
1 hour ago, Serverscrying said:

Edit:

Turns out healing away the acheron bleedout state for the other defeat mods might be a bad idea anyways.

 

Didn't want to constantly realign my character during a Practical Defeat animation and it ended. Whenever they're done they just let the character recover from acheron bleedout and don't aggro for a while so you can get away.

 

During a Yamete Kudasai creature defeat simmilar thing happened, the sabretooth just walked away as if everything was over already.

 

just short answer since I m heading out.

There must be a native function from Acheron that makes the bleedout go away. I just dont know which one. 
@crajjjj added some code at the end of Naked defeat to shut down acheron accuratly, but I have no idea what it does. 

Also, placing that code at the beginning of Naked Defeat (one of the fixes) did not seem to fix the bleedout issue too. 


            if storqst.ModAcheron  ;when Naked Defeat ends
                If(Acheron.IsDefeated(cfgqst.PlayerRef))
                    Acheron.RescueActor(cfgqst.PlayerRef, false)
                    Utility.Wait(3)
                    Acheron.ReleaseActor(cfgqst.PlayerRef)
                ElseIf(Acheron.IsPacified(cfgqst.PlayerRef))
                    Acheron.ReleaseActor(cfgqst.PlayerRef)
                    Debug.SendAnimationEvent(cfgqst.PlayerRef, "IdleForceDefaultState")
                EndIf
            endif 



Also, DisableAcheron is Called at the beginning of naked defeat, and EnableAcheron at the end.

 

Function DisableAcheron() ;when Naked Defeat Starts

if VersionSE
    If storqst.ModAcheron
      InfoMessage("NAKED DEFEAT: Acheron disabled")
      ;Acheron.DisableConsequences(true) ; hinder Acheron to start other outcomes while yours is running
      ; or
      Acheron.DisableProcessing(true) ; disable Acheron in total - no defeating of actors anymore
    EndIf
endIf
EndFunction



Function EnableAcheron() ;when Naked Defeat ends
if VersionSE
    If storqst.ModAcheron
        ;Acheron.DisableConsequences(false) ; enable Acheron again
        ; or
        InfoMessage("NAKED DEFEAT: Acheron enabled")
        Acheron.DisableProcessing(false) ; enable

        Acheron.RescueActor(PlayerRef)
        Acheron.ReleaseActor(PlayerRef) ; needed so you don't soft-lock the player
    EndIf
endif
EndFunction


 

Posted
On 1/30/2026 at 4:24 PM, flipadilly said:

This is out of order, as I probably should have posted this before my Acheron help post to be polite. 

Having tried Simple Defeat, Bane's Defeat, BF, Yamate I found your post defeat scenarios to be the best. The level of customization and variety of outcomes is unmatched, and despite the mod being heavier than I like (modularity is king in my book), the quality of the content makes up for it. So it has become a staple in my load order, and I fit other content in around it to the best of my ability. 

I use both Acheron Bridge and SS as the entry point to ND for reasons I've already said (variety of mods) and both work reliably for me. I do make a few tweaks to your source code which I will list here as suggestions if you are so inclined.

1. The chance for being sent to SS is hardcoded to D100(2) when captivity begins. This is too low for my own play style, so I modified it to be equal to the chance of SS itself. I would love for this value to be in either the MCM or json config because in practice, this ends up being less than 1% chance because of where it is in your switch statement.

2. I use Chasing The Dragon to add toxicity to my game to cut down on the effectiveness of potion spam. I integrated the change of ND poisoning via potion to be equal to the toxicity level of CtD. While I would never expect ND to support CtD, if you made the chance of poison scale based on recent potion use (basically your own toxicity level) I would probably drop CtD altogether and just use ND for potion limiting.

3. I would love for you to revisit possibility of creating a DD device for the belt. I hacked together a UD device that I substitute in for the belt, but it is truly a hack and quite fragile. What the current belt lacks is integration back into SL so that it does things like increase arousal over time. DD and UD would handle all that for you if the belt were a DD. 

That's it for suggestions. Keep up the good work, and I love your responsiveness with the community.  That responsiveness is off the charts, but don't let it burn you out!

Sry for the late quote and unrelated to Naked Defeat but since you're using DD and UD I am wondering whether you also experience the invisible ring gags? I've asked in both DDNG and UD to no avail, one other user might have had a simmilar experience but no solution.

Posted (edited)

@Nymra Here is wiki https://github.com/KrisV-777/Acheron/wiki/Events - also read about validations - really interesting.

https://github.com/KrisV-777/Acheron/blob/master/dist/Source/Scripts/Acheron.psc for all functions

; ================================ Defeat
; A defeated actor is bleeding out and immune to damage
; A defeated actor is always pacified
; A pacified actor is ignoring & ignored by combat

Check also KudasaiAssault.psc here

Some interesting events available

 

It has rescue on the start of the quest to get rid of bleedout. Pacified will be used on aggressors also - they should be released also
 

Function RescueAll(Actor[] akRefs)
  int i = 0
  While(i < akRefs.Length)
    If(Acheron.IsDefeated(akRefs[i]))
      Acheron.RescueActor(akRefs[i], true)
    EndIf
    i += 1
  EndWhile
EndFunction

and in the end rescue and release everybody
 

Function QuestEnd()
  Debug.Trace("[Kudasai] Assault End")
  Acheron.UnregisterForActorRescued(self)
  If(KudasaiAnimation.IsAnimating(PlayerRef))
    KudasaiAnimation.StopAnimating(PlayerRef)
  EndIf
  If(Acheron.IsDefeated(PlayerRef))
    Acheron.RescueActor(PlayerRef, true)
  ElseIf(Acheron.IsPacified(PlayerRef))
    Acheron.ReleaseActor(PlayerRef)
  EndIf
  ForceStop(RefAlly1)
  ForceStop(RefAlly2)
EndFunction

 

Practical defeat is another reference implementation. But logic is pretty much the same (PD_DefeatHandler.psc)

 

Edited by crajjjj
Posted (edited)

First things first. Some love from me for working so hard on your mod for years. You can see that its a passion project and the effort is shown and I think it could become one of the best defeat mods in the future.

Secondly, this mod is also incredibly bloated and is the only mod I've encountered so many incosistencies in within just 20 minutes of testing. I think as a mod author you should also focus on QOL and optimization rather than just content.

1. The first issue is with Naked drowning toggle in MCM. Its more an incosistency than a bug per se. The issue is that it says that when you enable it it will automatically remove/strip heavy armor or boots when swimming. But this is not really the case. More like it toggles drowning unless you yourself manually remove these. It doesn't sound serious but it is quite a different feature from what is stated.

2. First picture below. The mouth stays widely open during defeat scenarios AND after sex is finished and you are bound to a contraption with NO gag present. The mouth just stays bugged open like that until you escape. I also couldn't find any MCM settings to toggle gagged percentages. Making it so you are gagged 100% of the times for example and this stops being an issue.

3. I also couldn't find any MCM settings for boots/feet being stripped during defeat. They never get stripped and I think we as users should have the ability to toggle whether the boots also get removed or not during the scene. Every other defeat mod has it, so I don't understand why yours doesn't. 

4. For the second picture below. The contraptions/animations seem to bug out constantly and for some reason the message "E Talk Forsworn"is stuck on screen no matter how far away that npc is present. If you press this key (e) it seems to "fix?" the animation. For example, in this case my character was standing but when I pressed E she laid down on the ground with what I suppose is the correct animation for that Zaz contraption. If I press E again she stands up again but cant move either way. This happened with a pole animation as well although for that one I dont have pictures. 

5. One time I was jumping around from a very low height and my character suddenly ragdolled and I believed died instantly. (Unsure if this bug was caused by incompatibility with this mod and another or its fully this mod). And I know it was a bug because upon reloading a save and jumping in the same spots my character stopped ragdolling anymore or dying (no damage was taken in either secenario). When  my character did ragdoll and died the pc was sent to some weird chamber with ghosts and upon reading the pdf I believe this is what you call the after life and also what happens if you try doing the fast travel ritual. I think we as users should have the MCM setting to disable the afterlife if possible.

The most game breaking however were 2 and 4 for sure. I know this is not intended behavior and hope the mod author can take the time to read my feedback and reply with their opinions regarding the QOL issues and BUG issues presented above. Those weren't even all I encountered but it's the only ones that came to mind.
 

ScreenShot17.png

ScreenShot18.png

Edited by muhavaux33
Posted
7 hours ago, Serverscrying said:

Hey boss I'm back with bugs 🤭

 

Remember when I mentioned whipping scenes and how I get no whipmarks?

  Reveal hidden contents

 

 

ScreenShot24.thumb.png.1a5289a87904fabba7677682662e6e47.png

 

ScreenShot25.thumb.png.e16dc005a2e96f47ffab306f2bc55f35.png

 

So as it turns out the "victim" role during a whipping scene gets confused onto a different participant. Every single time when I had a whipping scene I saw the dialogue " got tatooed" and I assumed it was just a bug with displaying my character's name but as it turns out it was some random NPC every time. This time it got called onto a named NPC and there he is, with whipmarks and even a scuffed tattoo that he received from Rape Tats.

 

 

Another thing which you won't be happy about is the Acheron fix in 6.43.

I have the option for global fix selected but the bleedout did not stop, I was beaten by giants, then got tied up in a devious straightjacket, then got tied to a furniture (which was bugged and kept resetting) so I had to reload save.

 

Another time during the scene from above screenshots it was also bugged but since there was no furniture I just let it play out, in the end I got knocked out and then transported to a different location still in the bleedout state.

 

  Reveal hidden contents

ScreenShot27.thumb.png.3a1eaf651d66250a308fa86c66b3d533.png

As usual jumping is possible but as soon as I land she goes down to the floor into the bleedout state. Character unstuck and ragdoll console commands don't help.

 

I'll try to redownload the separate fix 04 that you posted earlier and try to let it overwrite patch 6.43

 

sorry for question, what mod are you using for dirt on your character?

Posted
1 minute ago, Black Heaven said:

sorry for question, what mod are you using for dirt on your character?

Bathing in Skyrim - Renewed on nexus.

The textures sometimes appear dirty as in the screenshots and sometimes less dirty and I can't put my finger on why, I've tried both the standard 2k zaki textures that are provided with the mod and also the 4k separate download.

Posted
1 hour ago, Black Heaven said:

sorry for question, what mod are you using for dirt on your character?

 

Bathing in Skyrim Renewed is currently the only dirt mod supported by Naked Defeat. 

I use it for slavery and public punishment, connect to it via my own bathing animations and stuff like golden showers and make the PC more dirty when working as a slave.

 

The Dirt is sometimes a bit unreliable, since you can change its update time in the MCM. Also some dirt textures look less dirty then others. 

Posted (edited)
4 hours ago, muhavaux33 said:

Secondly, this mod is also incredibly bloated and is the only mod I've encountered so many incosistencies in within just 20 minutes of testing. I think as a mod author you should also focus on QOL and optimization rather than just content.

 

yeah, as soon as my patreon blows up with followers I might consider going full fan service instead of doing this for myself :)

 

4 hours ago, muhavaux33 said:


1. The first issue is with Naked drowning toggle in MCM. Its more an incosistency than a bug per se. The issue is that it says that when you enable it it will automatically remove/strip heavy armor or boots when swimming. But this is not really the case. More like it toggles drowning unless you yourself manually remove these. It doesn't sound serious but it is quite a different feature from what is stated.

 

I do not understand a thing you write here. When toggling this ON it is supposed to strip some of your armor (and weapon) when swimming. This can take up to 3 seconds depending on your timing when you get into the water. 
It also strips not everything, just some. 

 

4 hours ago, muhavaux33 said:

2. First picture below. The mouth stays widely open during defeat scenarios AND after sex is finished and you are bound to a contraption with NO gag present. The mouth just stays bugged open like that until you escape. I also couldn't find any MCM settings to toggle gagged percentages. Making it so you are gagged 100% of the times for example and this stops being an issue.

 

 

not a bug. itentional.

you can adjust the max mouth opening to your liking now with an MCM option as of 6.43 or so. 

 

4 hours ago, muhavaux33 said:

3. I also couldn't find any MCM settings for boots/feet being stripped during defeat. They never get stripped and I think we as users should have the ability to toggle whether the boots also get removed or not during the scene.

 

when you use NymStripping the boots have a chance to be stripped before the first sex scene starts and then another roll before scene three and before furniture scene starts.

if you disable NymStripping your Sexlab Strip Settings should apply. 

 

4 hours ago, muhavaux33 said:

Every other defeat mod has it, so I don't understand why yours doesn't. 

 

I had no intention of making the next boring and repetetive "defeat rape repeat" mod.

 

4 hours ago, muhavaux33 said:

4. For the second picture below. The contraptions/animations seem to bug out constantly and for some reason the message "E Talk Forsworn"is stuck on screen no matter how far away that npc is present. If you press this key (e) it seems to "fix?" the animation. For example, in this case my character was standing but when I pressed E she laid down on the ground with what I suppose is the correct animation for that Zaz contraption. If I press E again she stands up again but cant move either way. This happened with a pole animation as well although for that one I dont have pictures. 

 

No idea. 
As for the furniture: I do not see it in the screenshot. A log would help me see whats happening. 

"E" is just you accidently activating the furniture that you "fell" out off by some third party mod maybe. PRessing Space Will do the same thing (restoring the animation and start the wiggle).

 

All I see in your screenshot is that the bodyslide for your piercings are wrong. 

 

 

4 hours ago, muhavaux33 said:

5. One time I was jumping around from a very low height and my character suddenly ragdolled and I believed died instantly. (Unsure if this bug was caused by incompatibility with this mod and another or its fully this mod). And I know it was a bug because upon reloading a save and jumping in the same spots my character stopped ragdolling anymore or dying (no damage was taken in either secenario). When  my character did ragdoll and died the pc was sent to some weird chamber with ghosts and upon reading the pdf I believe this is what you call the after life and also what happens if you try doing the fast travel ritual. I think we as users should have the MCM setting to disable the afterlife if possible.

 

you, the user can set death chance to 0% 

and also set accident chance to 0% 

 

 

4 hours ago, muhavaux33 said:

The most game breaking however were 2 and 4 for sure. I know this is not intended behavior and hope the mod author can take the time to read my feedback ad reply with their opinions regarding the QOL issues and BUG issues presented above. Those weren't even all I encountered but it's the only ones that came to mind.

 

I hope the users read my documentation, the info text in the MCM, provide papyrus 0 logs and are polite while receiving a free product and free support. 

Edited by Nymra
Posted

I am curious if anyone still having the Bleedout problem still has it trying my link (should be valid for a few more days)

 

Until I modified the bridge, I would reliably be stuck in bleed out. After that, I no longer have issues even without the latest heal fix.

 

Also something to keep in mind. If you run Acheron and do not have creatures enabled in naked defeat (or the creature that defeated you) I have seen bad things happen such as permanent bleed out state. It is highly recommended to modify your acheron yml files to only send events to naked defeat that it will handle. 

 

 

Posted
8 hours ago, Serverscrying said:

Sry for the late quote and unrelated to Naked Defeat but since you're using DD and UD I am wondering whether you also experience the invisible ring gags? I've asked in both DDNG and UD to no avail, one other user might have had a simmilar experience but no solution.

I have not noticed invisible ring gags but I will keep my eyes open for it. 

Posted
3 hours ago, Nymra said:

 

yeah, as soon as my patreon blows up with followers I might consider going full fan service instead of doing this for myself :)

 

 

I do not understand a thing you write here. When toggling this ON it is supposed to strip some of your armor (and weapon) when swimming. This can take up to 3 seconds depending on your timing when you get into the water. 
It also strips not everything, just some. 

 

 

not a bug. itentional.

you can adjust the max mouth opening to your liking now with an MCM option as of 6.43 or so. 

 

 

when you use NymStripping the boots have a chance to be stripped before the first sex scene starts and then another roll before scene three and before furniture scene starts.

if you disable NymStripping your Sexlab Strip Settings should apply. 

 

 

I had no intention of making the next boring and repetetive "defeat rape repeat" mod.

 

 

No idea. 
As for the furniture: I do not see it in the screenshot. A log would help me see whats happening. 

"E" is just you accidently activating the furniture that you "fell" out off by some third party mod maybe. PRessing Space Will do the same thing (restoring the animation and start the wiggle).

 

All I see in your screenshot is that the bodyslide for your piercings are wrong. 

 

 

 

you, the user can set death chance to 0% 

and also set accident chance to 0% 

 

 

 

I hope the users read my documentation, the info text in the MCM, provide papyrus 0 logs and are polite while receiving a free product and free support. 

Hey, thanks for taking the time to reply to all those points. First off, I want to apologize if my last message came across as harsh or ungrateful. I definitely didn't mean to imply your work isn't appreciated. It's clearly a massive project and like I said at the beginning of my original post I still believe it's one of those unique ideas you've managed to spring into life and value you for it as a mod author. think I think I got a bit frustrated after hitting some technical frustrations and let that leak into my tone. I'm sorry

Regarding the death/afterlife that's totally on me for missing the accident/death chance toggles. I could swear I placed the death chance at 0% but perhaps the accident one wasn't set to 0, so I'll get that checked out as well. 

I also did not realize the mouth opening was an intentional design choice with a slider. If this is your vision as the mod author I have nothing to complain about and I only mentioned it because I thought it was an unintended bug. However, if you believe it would fit into your mod I would really love to see gag /gagged being integrated into defeat, even if its a ring gag or an open mouth gag only. If there IS already an option to always enable gags on defeat or when bound to contraption after defeat, etc then I apologize - I couldn't find the setting in the MCM for it.

Regarding the swimming issues let me be more specific: In the MCM's description for naked drowning it is stated that upon swimming it will -automatically- remove heavy armor and boots. This, in my perspective, implies that your mod will automatically remove my boots upon swimming. But that wasn't the case as it is more of a toggle to enable drowning - and IF you don't yourself take off your boots/heavy armor then you will begin drowning. Not a bug, just a little MCM description wording that might seem a little misleading. 

As for the E Talk bug I understand on the potential for third party mod conflicts and I’ll try to narrow down my load order and see if I can replicate them in a cleaner environment. Meanwhile, I will also be providing a Papyrus Log so you aren't just guessing at what's happening as well as additional pictures:
Some context to the pictures: Screenshot 23 (the first pic with the rope furniture animation) is what I suppose to be the correct one although the upper rope doesnt connect to the wrist. The next screenshot in the same scenario is what I get after I press space bar to attempt escape, the animation changes. Screenshot 28 is a similar scenario with a different furniture. The PC spawns as shown in the pic until I press space, in which the game "attempts to restore furniture". It does so at first, but after I press space bar once again it begins to bug out the animations once more like shown in the subsequent screenshots. The game also shows the message "attempt to restore furniture" except this time it does not work.

Some additional notes about that: Sex was disabled in naked defeat option to go straight into furniture testing. ZaZ animations were NOT registered to sexlab. Zaz animation filter was kept turned on on sexlab. I am of course also running the latest naked defeat version with the patch. Naked defeat was placed at almost the bottom of the load order, right before alternate perspective which should always be at the bottom.

I also thank you for pointing out the bodyslide piercing issue. I genuinely thought that's how it was supposed to look like and would've never found out if you hadn't pointed it out after seeing my screenshot.

If you need any more testing from me or more information please let me know. I'm trying to write down everything I can but I myself haven't been able to reach the bottom of the animations inconsistency issues. If you believe it is a chance of a wrong load order please also let me know although I doubt this is the issue

ScreenShot19.png

ScreenShot23.png

ScreenShot24.png

ScreenShot28.png

ScreenShot29.png

ScreenShot30.png

Papyrus.0.log

Posted
1 hour ago, muhavaux33 said:

I also did not realize the mouth opening was an intentional design choice with a slider. If this is your vision as the mod author I have nothing to complain about and I only mentioned it because I thought it was an unintended bug. However, if you believe it would fit into your mod I would really love to see gag /gagged being integrated into defeat, even if its a ring gag or an open mouth gag only. If there IS already an option to always enable gags on defeat or when bound to contraption after defeat, etc then I apologize - I couldn't find the setting in the MCM for it.

 

you get gagged during Furniture event, but its random and there is no slider. 

You can also configure your "Punishment Outfits" in the MCM and add a gag. Then there is a chance to get equipped with those during Defeat. 

 

1 hour ago, muhavaux33 said:

Regarding the swimming issues let me be more specific: In the MCM's description for naked drowning it is stated that upon swimming it will -automatically- remove heavy armor and boots. This, in my perspective, implies that your mod will automatically remove my boots upon swimming. But that wasn't the case as it is more of a toggle to enable drowning - and IF you don't yourself take off your boots/heavy armor then you will begin drowning. Not a bug, just a little MCM description wording that might seem a little misleading. 

 

Ah, now I understand. 
I think this is because I changed the feature in the past. It seems some check is still in there to prevent the change to show up for users that are not me :D

So its a bug. 

 

1 hour ago, muhavaux33 said:

As for the E Talk bug I understand on the potential for third party mod conflicts and I’ll try to narrow down my load order and see if I can replicate them in a cleaner environment. Meanwhile, I will also be providing a Papyrus Log so you aren't just guessing at what's happening as well as additional pictures:

 

Naked Defeat does not disable "E" key (activation controls) during Defeat because of enginge related issues that cause lag (long story...).

Just try not to press "E" alot. 

if stuff is showing the E --> I used a HUD mod to move the E out of the middle of the screen. and another mod that adds a hotkey to fade the HUD out completely (this might be added to Defeat as MCM option.

 

1 hour ago, muhavaux33 said:

Some context to the pictures: Screenshot 23 (the first pic with the rope furniture animation) is what I suppose to be the correct one although the upper rope doesnt connect to the wrist. The next screenshot in the same scenario is what I get after I press space bar to attempt escape, the animation changes. Screenshot 28 is a similar scenario with a different furniture. The PC spawns as shown in the pic until I press space, in which the game "attempts to restore furniture". It does so at first, but after I press space bar once again it begins to bug out the animations once more like shown in the subsequent screenshots. The game also shows the message "attempt to restore furniture" except this time it does not work.

 

Make sure no other mod is breaking the idles. Mods prone to do that are ALL mods that randomly strike idles (and do not use DAR/OAR for it) at random, mods like Fill Her Up (always breaks furniture idles) and probably similar mods out there. 

Also do not press "E" during that which can also break things.

 

1 hour ago, muhavaux33 said:

Some additional notes about that: Sex was disabled in naked defeat option to go straight into furniture testing. ZaZ animations were NOT registered to sexlab.

 

Irrelevant. Zaz Animation registry is just for its sexlab animations. Has nothing to do with the furnitures. 

 

1 hour ago, muhavaux33 said:

Zaz animation filter was kept turned on on sexlab. 

 

this is not mentioned anywhere and I do not recommend doing this. 

 

 

Posted

I've been running the issue I had before, where Naked Defeat does not appear in the MCM I moved it up the load order and started a new game, which I previously fixed, but now anytime I start a new game or load an old save, it does not appear.

Posted
1 hour ago, Exzerno said:

I've been running the issue I had before, where Naked Defeat does not appear in the MCM I moved it up the load order and started a new game, which I previously fixed, but now anytime I start a new game or load an old save, it does not appear.

 

what means "up"? 

While I dont think it matters at all, usually its advised to move the mods down (loading last)

 

Other than that there is some advise in the FAQ (front page). 
Also make sure that your papyrus log is not full of error spam and/or stack dumps 

Posted

Hi, thanks for your work.
I would like to ask is it normal that after sending to simple slavery auction house,

player will send to the platform and start the auction(normal simple slavery event), but after auction start player will quickly send to naked defeat slavery event before the auction event ended.

Is it a intended setting or bug?

Posted (edited)

Does the timer that determines sex time go off of ingame time or something?
I play at timescale 8, so I feel like that's why it's actually impossible to please these people

Is there any documentation on this, or has anyone figured out what determines it? I have done stage repeats up to 6 times, but I have no clue what the actual parameter is or if it's just broken or what

Edited by pingbi146
Posted
7 hours ago, muhavaux33 said:

The game also shows the message "attempt to restore furniture" except this time it does not work.

An issue that I've had before as well.

Did you end up in this scenario through acheron or purely through ND?

Additionally it seems you were in heavy restraints which didn't fit to the furniture, this seems to be a problem for me sometimes as well. I mentioned the same bug when I was in a straightjacket although I also assumed that time was because of acheron.

Posted
3 hours ago, Chan Louis said:

Hi, thanks for your work.
I would like to ask is it normal that after sending to simple slavery auction house,

player will send to the platform and start the auction(normal simple slavery event), but after auction start player will quickly send to naked defeat slavery event before the auction event ended.

Is it a intended setting or bug?

 

I noticed that behavior, but that sounds like a bug. 
 

Do you have Naked Defeat SS++ extra handling enabled?
you could turn it off to see if its connected. 

I had no time digging deeper. 

Posted
2 hours ago, pingbi146 said:

Does the timer that determines sex time go off of ingame time or something?
I play at timescale 8, so I feel like that's why it's actually impossible to please these people

Is there any documentation on this, or has anyone figured out what determines it? I have done stage repeats up to 6 times, but I have no clue what the actual parameter is or if it's just broken or what

 

Timescale is irrelevant, I cound real time seconds.

Check your papyrus log for stack dumps and error spam, in broken games a 90 seconds timer can sometimes become much longer...

 

In most cases a Sex Scene is required to last between 80 and 120 seconds. If your stage times are like 5 seconds,... well :P

Posted (edited)
13 minutes ago, Serverscrying said:

An issue that I've had before as well.

Did you end up in this scenario through acheron or purely through ND?

Additionally it seems you were in heavy restraints which didn't fit to the furniture, this seems to be a problem for me sometimes as well. I mentioned the same bug when I was in a straightjacket although I also assumed that time was because of acheron.

 

nobody reads changelogs...

 

I spent days writing a Furniture System that selects furnitures compatible with the Devious Devices worn. So this is intentional.

 

YOu could check if some of your DD mods cause this, maybe they disallow furniture use and interfere or something ( I mean, I know no single DD mod that is really compatible with ANYTHING apart from DD NG, which at least tries!) . I only use DD Framework + DD NG.

 

Edited by Nymra

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