Nymra Posted November 18, 2021 Author Posted November 18, 2021 (edited) 19 minutes ago, HDragonica said: Hmm i use Nether's Follower Framework, Inigo is a pretty individual Follower in the mod page they warn u to not import to any Follower Framework or it will break he's mind xD Same thing happens to M'rissi but shes fine and works well with ur mod https://imgur.com/a/lrgeelS, And for the ones in the Nether Framework they all work great they go down and get raped has well https://imgur.com/a/d7yT3r5. ok, guessed that much. Since their seem to be 1 billion individual followers out there, chances are high its one of those hehe. but then I guess the manual detection should work and if ppl do not change followers too much I think 5 slots for names should suffice for starters. I bring it in the next update. Edited November 18, 2021 by Nymra
Mrissi Posted November 18, 2021 Posted November 18, 2021 51 minutes ago, Nymra said: ok, guessed that much. Since their seem to be 1 billion individual followers out there, chances are high its one of those hehe. but then I guess the manual detection should work and if ppl do not change followers too much I think 5 slots for names should suffice for starters. I bring it in the next update. Thanks for ur work, i changed from SL Defeat to Naked Defeat and i dont regret it :3 Hope great things happen in future! Thanks for Sharing ?
Anunya Posted November 19, 2021 Posted November 19, 2021 Suggestion for you to consider: When the robbery event triggers, any follower equipment is also robbed. It being Skyrim, there's probably some reason why it's a pain to implement, but so take it for what it's worth....
Nymra Posted November 19, 2021 Author Posted November 19, 2021 18 minutes ago, Anunya said: Suggestion for you to consider: When the robbery event triggers, any follower equipment is also robbed. It being Skyrim, there's probably some reason why it's a pain to implement, but so take it for what it's worth.... that is very strange. I am using a Skyrim function to rob the stuff and it runs on the Player Reference, so only the PC should be affected. You sure you dont have some kind of Follower Framework that handles the Follower inventory like it belongs to the Player or something? When I have time I test with a vanilla follower... sadly I m stuck at restructuring the quests again for the next big update step.
Anunya Posted November 19, 2021 Posted November 19, 2021 (edited) 1 hour ago, Nymra said: that is very strange. I am using a Skyrim function to rob the stuff and it runs on the Player Reference, so only the PC should be affected. You sure you dont have some kind of Follower Framework that handles the Follower inventory like it belongs to the Player or something? When I have time I test with a vanilla follower... sadly I m stuck at restructuring the quests again for the next big update step. I expressed myself poorly, my apologies ... what you describe is what's happening. I was suggesting an option to have the follower's equipment also stolen. I just had my character defeated, with a pretty female follower in tow. They both got raped, alas. My character's stuff all got stolen (which is a problem for her, because the falmer in question is level 22 and she's level 4). The follower's equipment, however, was all intact. Seemed a bit inconsistent to me, hence the suggestion for an option to have follower equipment robbed also (if practical). In this case I RPed it by taking all the follower's equipment and putting it in a random barrel somewhere. Edited November 19, 2021 by Anunya
Nymra Posted November 19, 2021 Author Posted November 19, 2021 38 minutes ago, Anunya said: I expressed myself poorly, my apologies ... what you describe is what's happening. I was suggesting an option to have the follower's equipment also stolen. I just had my character defeated, with a pretty female follower in tow. They both got raped, alas. My character's stuff all got stolen (which is a problem for her, because the falmer in question is level 22 and she's level 4). The follower's equipment, however, was all intact. Seemed a bit inconsistent to me, hence the suggestion for an option to have follower equipment robbed also (if practical). In this case I RPed it by taking all the follower's equipment and putting it in a random barrel somewhere. aaah, well, my bad, I guess I just got the wrong idea by reading it. I might have a small "bugs everywhere" PTSD... I put it on the list and see if I can add something when I rework the robbery part as I planned it. thx for the feedback as always and yeah, I roleplay alot of stuff too, but I slowly work my way towards roleplaying less and getting fucked by the game a bit more... slowly... lol 1
yeetman420123 Posted November 20, 2021 Posted November 20, 2021 I have an issue where the rape animations do not start during bleedout and my character just stands there
Nymra Posted November 20, 2021 Author Posted November 20, 2021 (edited) 2 hours ago, yeetman420123 said: I have an issue where the rape animations do not start during bleedout and my character just stands there make sure you installed everything correctly. this is most likely an error on your side from the installation or from setting up Naked Defeat MCM in a way that does not work with your installed mods (I suggest using the basic MCM settings first) or maybe another mods is conflicting (make sure you have only ONE Mod that handles defeat on bleedout installed) first thing I d try is running FNIS for example. if you cant fix this, upload a payprus.log file. Edited November 20, 2021 by Nymra
edcrowly Posted November 21, 2021 Posted November 21, 2021 (edited) I'm having a problem with this mod too. It became a must-have for my previous setups but recently after coming back to Skyrim and updating some mods (including this one to the latest version) ND stopped working. Same problem as @yeetman420123 mentioned, sex animations don't start and char just stands infinitely there all tied up. If I enable debug the message says "2-persons animations found: 0" or something like that. Of course I have tons of animations in SL and they work well outside Naked Defeat. @Nymra, did you test this mod with the latest Sexlab Framework? In my latest playthrough I used beta 9 and now switched to latest SE one that is called just v1.63 BTW it's the best mod ever when it works Update: I would add that the problem is a bit unstable, I was able to successfully trigger some animations (especially 3p), but 90% of time it fails. Edited November 21, 2021 by edcrowly
4nk8r Posted November 21, 2021 Posted November 21, 2021 1 hour ago, edcrowly said: I'm having a problem with this mod too. It became a must-have for my previous setups but recently after coming back to Skyrim and updating some mods (including this one to the latest version) ND stopped working. Same problem as @yeetman420123 mentioned, sex animations don't start and char just stands infinitely there all tied up. If I enable debug the message says "2-persons animations found: 0" or something like that. Of course I have tons of animations in SL and they work well outside Naked Defeat. @Nymra, did you test this mod with the latest Sexlab Framework? In my latest playthrough I used beta 9 and now switched to latest SE one that is called just v1.63 BTW it's the best mod ever when it works Update: I would add that the problem is a bit unstable, I was able to successfully trigger some animations (especially 3p), but 90% of time it fails. If you switched Sexlab versions mid game, did you do a Clean and Rebuild step to get all the animations properly reregistered? This is going to reset the settings on the Animation page, so make sure to go back in there and set things back up the way you wanted (don't forget to enable Creature animations again, etc.)
Nymra Posted November 21, 2021 Author Posted November 21, 2021 4 hours ago, edcrowly said: I'm having a problem with this mod too. It became a must-have for my previous setups but recently after coming back to Skyrim and updating some mods (including this one to the latest version) ND stopped working. Same problem as @yeetman420123 mentioned, sex animations don't start and char just stands infinitely there all tied up. If I enable debug the message says "2-persons animations found: 0" or something like that. Of course I have tons of animations in SL and they work well outside Naked Defeat. @Nymra, did you test this mod with the latest Sexlab Framework? In my latest playthrough I used beta 9 and now switched to latest SE one that is called just v1.63 BTW it's the best mod ever when it works Update: I would add that the problem is a bit unstable, I was able to successfully trigger some animations (especially 3p), but 90% of time it fails. I currently have no SE install (and regarding all the shit going on with AE etc it might take even longer now for me to make one) so I cannot test in SE environment. If there are no animations found you most likely installed something wrong or set tags that do not match. You can debug this yourself by looking at your papyurs log and look for naked Defeat entires that say: "NAKED DEFEAT: Supressed Tags:" "NAKED DEFEAT: Custom Tags: they show the tags selected for the latest scene and the ones supressed. Question: what gender has your PC and what are the genders of your attackers? The fact that the quest does not continue seems to be a bug indeed. Why I could not always reproduce it I am working on trying to fix it currently. Even with no animations found the quest should ofc continue and not getting stuck. If you want to help, go into Naked Defeate MCM - System and scroll down on the right side and check which stage number the "Calmquest" is showing when the problem happens. thx
edcrowly Posted November 21, 2021 Posted November 21, 2021 (edited) So I rolled back to older version of Sexlab that used to be stable with previous versions of Naked Defeat and the problem is still there. So I guess it's not SL framework problem. Quote If there are no animations found you most likely installed something wrong or set tags that do not match. You can debug this yourself by looking at your papyurs log and look for naked Defeat entires that say: "NAKED DEFEAT: Supressed Tags:" "NAKED DEFEAT: Custom Tags: The problem is that sometimes animations work. Especially 3p+ Quote Question: what gender has your PC and what are the genders of your attackers? My PC is female. My attackers.. well... all kinds. But I start to think it might be related to gender. 3p/4p animations trigger with mix of genders. 2p seem to be working with male enemies as well. I got stuck once with ghosts, but most of the time it was working. And when I was testing on females in Fort Amol I was getting stuck all the time. I have "female rapists" option selected. I disabled this option and now when I'm killed by female enemy the ghosts appear and rape scene starts. Regarding this I have two notes though: 1. I got defeated by female enemy and then ghosts appear to "punish" me, however first they agroed and killed my enemy lol... Should they be more umm peaceful? 2. After the rape scene I saw an error message in a corner of the screen (it disappeared quickly, couldn't read) and tie up / punishment scene got skipped and then ghosts disappeared. Quote If you want to help, go into Naked Defeate MCM - System and scroll down on the right side and check which stage number the "Calmquest" is showing when the problem happens. Calmquest stage 600 Hope it helps, EDIT: Double checked. Yup, looks like it's related to female attackers only. Any idea why there are no animations for females but it's all good for males? (besides the freezing quest bug) Edited November 21, 2021 by edcrowly
Nymra Posted November 21, 2021 Author Posted November 21, 2021 40 minutes ago, edcrowly said: So I rolled back to older version of Sexlab that used to be stable with previous versions of Naked Defeat and the problem is still there. So I guess it's not SL framework problem. The problem is that sometimes animations work. Especially 3p+ My PC is female. My attackers.. well... all kinds. But I start to think it might be related to gender. 3p/4p animations trigger with mix of genders. 2p seem to be working with male enemies as well. I got stuck once with ghosts, but most of the time it was working. And when I was testing on females in Fort Amol I was getting stuck all the time. I have "female rapists" option selected. I disabled this option and now when I'm killed by female enemy the ghosts appear and rape scene starts. Regarding this I have two notes though: 1. I got defeated by female enemy and then ghosts appear to "punish" me, however first they agroed and killed my enemy lol... Should they be more umm peaceful? 2. After the rape scene I saw an error message in a corner of the screen (it disappeared quickly, couldn't read) and tie up / punishment scene got skipped and then ghosts disappeared. Calmquest stage 600 Hope it helps, EDIT: Double checked. Yup, looks like it's related to female attackers only. Any idea why there are no animations for females but it's all good for males? (besides the freezing quest bug) short answer since I have little time today, will get back to you later: I implemented an automatic filter that changes the animations tags according to group composition. If a Raper Group consists of 2 Females and 1 Male, the game will look for an MFFF animation (when you are female). So if you have only female rapers, it will look for FF or FFF or FFFF animations. Some tags dont exist and some animators use strange tags (FFFFM....) lol but I thought I included all that shit. I will also add a slider in the future that handles this, so you can use the old animation protocol instead based on which anims you have. For FF anims I think Anubs has alot.
edcrowly Posted November 21, 2021 Posted November 21, 2021 9 minutes ago, Nymra said: So if you have only female rapers, it will look for FF or FFF or FFFF animations. Ohh it makes sense and explains everything now. I just checked, I have a few dozens of animations with "aggressive" tag and at least 7 animations with FF tag. However, none of the FF animations had "aggressive" tag on them. I changed tags in ND and it all worked well. Maybe you should put a special note regarding FF/FFF tag somewhere in description. Thanks a lot for the help!
yeahhowaboutnooo Posted November 21, 2021 Posted November 21, 2021 (edited) is it intended that the following code part is commented out in 'nade_allegiancequest_qf_scr.psc': 175 Function Fragment_1()| | | | | | ;| #END| | | ;############ STAGE #1000 ############| | | | | 176 177 ;| if qst1.getstage() == 1000 178 ;| Debug.Trace("NAKED DEFEAT: allegiancequest escape time (START)")| 179 ;| Debug.Notification("NAKED DEFEAT: allegiancequest escape time (START)") 180 ;| Utility.Wait(cfgqst.DefeatEscTime) 181 ;| Debug.Trace("NAKED DEFEAT: allegiancequest escape time (END)")| 182 ;| Debug.Notification("NAKED DEFEAT: allegiancequest escape time (END)") 183 ;| else 184 ;| Utility.Wait(3.0) 185 ;| endif 186 187 188 ;| if ActorPresent|| | ;#baustelle 05.10.2021 189 ;| Allegiance(False) 190 ;| ActorPresent = false 191 ;| endif 192 | 193 ;| ConsoleUtil.ExecuteCommand("tcai") 194 | Debug.Trace("NAKED DEFEAT: allegiancequest stage 1000 (END)")| 195 | | if cfgqst.ShowDebugMessages 196 | | Debug.Notification("NAKED DEFEAT: allegiancequest stage 1000 (END)")| 197 | | endif 198 | Stop() 199 200 EndFunction because that seems to be the only non-mcm-config script that's referencing 'cfgqst.DefeatEscTime': Naked Defeat 4-2 (PATCH) LE+SE/scripts/Source$ grep -rn . -ie DefeatEscTime ./nade_allegiancequest_qf_scr.psc:180:; Utility.Wait(cfgqst.DefeatEscTime) ./nade_configquest_scr -SAVE poses stuff.psc:227:int DefeatEscTimeOID_S ./nade_configquest_scr -SAVE poses stuff.psc:363:float Property DefeatEscTime Auto ./nade_configquest_scr -SAVE poses stuff.psc:1916: DefeatEscTimeOID_S = AddSliderOption("$nade_EscTime", DefeatEscTime, "{0}sec") ./nade_configquest_scr -SAVE poses stuff.psc:2272: elseif (option == DefeatEscTimeOID_S) ./nade_configquest_scr -SAVE poses stuff.psc:2273: SetSliderDialogStartValue(DefeatEscTime) ./nade_configquest_scr -SAVE poses stuff.psc:2537: elseif (option == DefeatEscTimeOID_S) ./nade_configquest_scr -SAVE poses stuff.psc:2538: DefeatEscTime = value ./nade_configquest_scr -SAVE poses stuff.psc:2539: SetSliderOptionValue(DefeatEscTimeOID_S, DefeatEscTime, "{0}sec") ./nade_configquest_scr -SAVE poses stuff.psc:3270: elseif (option == DefeatEscTimeOID_S) ./nade_configquest_scr.psc:280:int DefeatEscTimeOID_S ./nade_configquest_scr.psc:459:float Property DefeatEscTime Auto ./nade_configquest_scr.psc:2097: DefeatEscTimeOID_S = AddSliderOption("$nade_EscTime", DefeatEscTime, "{0}sec") ./nade_configquest_scr.psc:2636: elseif (option == DefeatEscTimeOID_S) ./nade_configquest_scr.psc:2637: SetSliderDialogStartValue(DefeatEscTime) ./nade_configquest_scr.psc:2962: elseif (option == DefeatEscTimeOID_S) ./nade_configquest_scr.psc:2963: DefeatEscTime = value ./nade_configquest_scr.psc:2964: SetSliderOptionValue(DefeatEscTimeOID_S, DefeatEscTime, "{0}sec") ./nade_configquest_scr.psc:3716: elseif (option == DefeatEscTimeOID_S) ./nade_configquest_scr.psc:5356: DefeatEscTime = GetFloatValue("../Naked Defeat/profile" +Profile+ ".json", "DefeatEscTime") ./nade_configquest_scr.psc:5492: SetFloatValue("../Naked Defeat/profile" +Profile+ ".json", "DefeatEscTime", DefeatEscTime) ./nade_configquest_scr.psc:5627: DefeatEscTime -> would explain why the MCM "Escape Alarm Timer" isn't working for me. EDIT: just uncommented the Wait call inside the allegiancequest -> did not fix the escape alarm timer So instead i threw the call inside the calmquest: 448 | Debug.Notification("NAKED DEFEAT: calmquest escape time (START): " + cfgqst.DefeatEscTime) 449 | Utility.Wait(cfgqst.DefeatEscTime) 450 | Debug.Notification("NAKED DEFEAT: calmquest escape time (END)") 451 | Calm(false,1)| that seems to work (although i only tested it once...) Edited November 21, 2021 by yeahhowaboutnooo
Nymra Posted November 21, 2021 Author Posted November 21, 2021 (edited) 1 hour ago, yeahhowaboutnooo said: is it intended that the following code part is commented out in 'nade_allegiancequest_qf_scr.psc': 175 Function Fragment_1()| | | | | | ;| #END| | | ;############ STAGE #1000 ############| | | | | 176 177 ;| if qst1.getstage() == 1000 178 ;| Debug.Trace("NAKED DEFEAT: allegiancequest escape time (START)")| 179 ;| Debug.Notification("NAKED DEFEAT: allegiancequest escape time (START)") 180 ;| Utility.Wait(cfgqst.DefeatEscTime) 181 ;| Debug.Trace("NAKED DEFEAT: allegiancequest escape time (END)")| 182 ;| Debug.Notification("NAKED DEFEAT: allegiancequest escape time (END)") 183 ;| else 184 ;| Utility.Wait(3.0) 185 ;| endif 186 187 188 ;| if ActorPresent|| | ;#baustelle 05.10.2021 189 ;| Allegiance(False) 190 ;| ActorPresent = false 191 ;| endif 192 | 193 ;| ConsoleUtil.ExecuteCommand("tcai") 194 | Debug.Trace("NAKED DEFEAT: allegiancequest stage 1000 (END)")| 195 | | if cfgqst.ShowDebugMessages 196 | | Debug.Notification("NAKED DEFEAT: allegiancequest stage 1000 (END)")| 197 | | endif 198 | Stop() 199 200 EndFunction because that seems to be the only non-mcm-config script that's referencing 'cfgqst.DefeatEscTime': Naked Defeat 4-2 (PATCH) LE+SE/scripts/Source$ grep -rn . -ie DefeatEscTime ./nade_allegiancequest_qf_scr.psc:180:; Utility.Wait(cfgqst.DefeatEscTime) ./nade_configquest_scr -SAVE poses stuff.psc:227:int DefeatEscTimeOID_S ./nade_configquest_scr -SAVE poses stuff.psc:363:float Property DefeatEscTime Auto ./nade_configquest_scr -SAVE poses stuff.psc:1916: DefeatEscTimeOID_S = AddSliderOption("$nade_EscTime", DefeatEscTime, "{0}sec") ./nade_configquest_scr -SAVE poses stuff.psc:2272: elseif (option == DefeatEscTimeOID_S) ./nade_configquest_scr -SAVE poses stuff.psc:2273: SetSliderDialogStartValue(DefeatEscTime) ./nade_configquest_scr -SAVE poses stuff.psc:2537: elseif (option == DefeatEscTimeOID_S) ./nade_configquest_scr -SAVE poses stuff.psc:2538: DefeatEscTime = value ./nade_configquest_scr -SAVE poses stuff.psc:2539: SetSliderOptionValue(DefeatEscTimeOID_S, DefeatEscTime, "{0}sec") ./nade_configquest_scr -SAVE poses stuff.psc:3270: elseif (option == DefeatEscTimeOID_S) ./nade_configquest_scr.psc:280:int DefeatEscTimeOID_S ./nade_configquest_scr.psc:459:float Property DefeatEscTime Auto ./nade_configquest_scr.psc:2097: DefeatEscTimeOID_S = AddSliderOption("$nade_EscTime", DefeatEscTime, "{0}sec") ./nade_configquest_scr.psc:2636: elseif (option == DefeatEscTimeOID_S) ./nade_configquest_scr.psc:2637: SetSliderDialogStartValue(DefeatEscTime) ./nade_configquest_scr.psc:2962: elseif (option == DefeatEscTimeOID_S) ./nade_configquest_scr.psc:2963: DefeatEscTime = value ./nade_configquest_scr.psc:2964: SetSliderOptionValue(DefeatEscTimeOID_S, DefeatEscTime, "{0}sec") ./nade_configquest_scr.psc:3716: elseif (option == DefeatEscTimeOID_S) ./nade_configquest_scr.psc:5356: DefeatEscTime = GetFloatValue("../Naked Defeat/profile" +Profile+ ".json", "DefeatEscTime") ./nade_configquest_scr.psc:5492: SetFloatValue("../Naked Defeat/profile" +Profile+ ".json", "DefeatEscTime", DefeatEscTime) ./nade_configquest_scr.psc:5627: DefeatEscTime -> would explain why the MCM "Escape Alarm Timer" isn't working for me. EDIT: just uncommented the Wait call inside the allegiancequest -> did not fix the escape alarm timer So instead i threw the call inside the calmquest: 448 | Debug.Notification("NAKED DEFEAT: calmquest escape time (START): " + cfgqst.DefeatEscTime) 449 | Utility.Wait(cfgqst.DefeatEscTime) 450 | Debug.Notification("NAKED DEFEAT: calmquest escape time (END)") 451 | Calm(false,1)| that seems to work (although i only tested it once...) ah, that is a funny one... allegiancequest started its existence as a copy paste of calmquest but then I cut all the stuff away until it only does what it does now... it seems at some point I must have accidently deleted DefeatEscTime from calmquest... it is meant to give more time before enemies turn hostile again. I see that I fix it, thx for pointing this out and yes, the commented out stuff is usually there for me to visually understand my script and at some point I usually delete those parts (or not -.-) Edited November 21, 2021 by Nymra
Konakona9400 Posted November 22, 2021 Posted November 22, 2021 Is their any plans to introduce debuffs due to the rape and punishment? At current while the shocks are nice to teach my character her place as a fuck toy of her masters they don't actual punish her. In my mind the rapes, shocks and whipping and any other punishment should all debuff her slightly. This might continue till escape becomes near impossible and she simply has to sell herself into slavery with the debug key or the hopefully still planned slavery feature. This would also make the planned all night rape particularly scary 1
Nymra Posted November 22, 2021 Author Posted November 22, 2021 12 minutes ago, Konakona9400 said: Is their any plans to introduce debuffs due to the rape and punishment? At current while the shocks are nice to teach my character her place as a fuck toy of her masters they don't actual punish her. In my mind the rapes, shocks and whipping and any other punishment should all debuff her slightly. This might continue till escape becomes near impossible and she simply has to sell herself into slavery with the debug key or the hopefully still planned slavery feature. This would also make the planned all night rape particularly scary I want to add debuffs at some point, yes. My inspiration is the SM Player Essential mod from Nexus that has real time based debuffs. But those are primarily meant as post rape outcome to make escape harder and not for changing the course of the rape scenario. Also there are already mods that add debuffs for rape (Apropos2 for example) or Sexlab Disparity (catching Apropos2 values). So the debuffs for naked defeat have no high priority. What I do want to add is an internal resistance value of the PC that is lowered by events or the player choices. But before I can implement that I need to learn making dialogues first
petronius Posted November 22, 2021 Posted November 22, 2021 Hey Nymra, Thanks for your mods. I use Deviously Helpless for a roleplay alternative to the mighty warrior type. It allows me to "wander" into hostile places, unarmed and bearing at least one visible ZAP or DD restraint. Hostiles will then gather around my PC, instead of attacking, they abuse my PC and in the end, they leave me with an armbinder (and, optionally, other restraints, which are kind of random). While arm bound, I can run around and won't be attacked, but as soon as I wiggle free of my binds, they will aggro if they see me. This is allows for a roleplay-friendly alternative to fighting hordes of enemies, as it can take a moderately long time, up to 3 minutes from my estimation, to get free of the armbinders, which is longer than the few seconds that Defeat allows me to escape. However, there are a few quirks with the mod, namely, where it sometimes picks threesome animations where there are not enough actors present, and the animation will play without those actors. Kind of the only mod I have that does that... Does your mod, by chance, have a similar functionality? It would be great if it had, as this makes perfect sense in a "defeat" type of mod, where the trigger is the "helpless" state of the PC, being unarmed (no weapon or spell equipped) and visibly restrained, not requiring actual combat to play out before being subdued. Next run I'd like to try your mod, as I feel it does have the potential to replace a number of smaller mods that I'm using - I wonder if it does, or could, replace Deviously Helpless, too? It would be fun, and maybe even make for a "soft enslavement" situation where you're bound indefinitely unless you choose to struggle, and hostiles will periodically approach and use you while in that state. You still have to get free if you want to use your hands to activate stuff, so it's not a free pass across an entire dungeon or an easy path to complete some quest - just a roleplay alternative where a vulnerable character can achieve some things. And a second question, if I may - does your mod make the PC essential? Or does it require it absolutely it order to function? I don't use death alternatives at all, as I sometimes use the console (player.kill) after saving as a "hygiene procedure" - I'm playing a very long playthrough currently over 800 hours long and sometimes my game crashes on save (consistently). Killing my character will allow me to save normally afterwards, don't ask me why - probably I have a rogue mod somewhere causing the issue in the first place, but this procedure has allowed me to go on playing since almost the beginning of this playthrough, without having to troubleshoot my game and fumble with my LO. Bottom line, it's kinda important that I can die, as player.kill simply exhausts your health bar and won't kill you if you have an active effect preventing death as an outcome. Thanks again!
Nymra Posted November 22, 2021 Author Posted November 22, 2021 21 minutes ago, petronius said: Hey Nymra, Thanks for your mods. I use Deviously Helpless for a roleplay alternative to the mighty warrior type. It allows me to "wander" into hostile places, unarmed and bearing at least one visible ZAP or DD restraint. Hostiles will then gather around my PC, instead of attacking, they abuse my PC and in the end, they leave me with an armbinder (and, optionally, other restraints, which are kind of random). While arm bound, I can run around and won't be attacked, but as soon as I wiggle free of my binds, they will aggro if they see me. This is allows for a roleplay-friendly alternative to fighting hordes of enemies, as it can take a moderately long time, up to 3 minutes from my estimation, to get free of the armbinders, which is longer than the few seconds that Defeat allows me to escape. However, there are a few quirks with the mod, namely, where it sometimes picks threesome animations where there are not enough actors present, and the animation will play without those actors. Kind of the only mod I have that does that... Does your mod, by chance, have a similar functionality? It would be great if it had, as this makes perfect sense in a "defeat" type of mod, where the trigger is the "helpless" state of the PC, being unarmed (no weapon or spell equipped) and visibly restrained, not requiring actual combat to play out before being subdued. Next run I'd like to try your mod, as I feel it does have the potential to replace a number of smaller mods that I'm using - I wonder if it does, or could, replace Deviously Helpless, too? It would be fun, and maybe even make for a "soft enslavement" situation where you're bound indefinitely unless you choose to struggle, and hostiles will periodically approach and use you while in that state. You still have to get free if you want to use your hands to activate stuff, so it's not a free pass across an entire dungeon or an easy path to complete some quest - just a roleplay alternative where a vulnerable character can achieve some things. Indeed I am planing to add a harmless feature that works similar to Deviously Helpless. Since it will work based on the code I wrote for Public Rape it is now possible for me to do so. I just had no time to work on it since other stuff is more important right now. But to keep it short: yes 21 minutes ago, petronius said: And a second question, if I may - does your mod make the PC essential? Or does it require it absolutely it order to function? I don't use death alternatives at all, as I sometimes use the console (player.kill) after saving as a "hygiene procedure" - I'm playing a very long playthrough currently over 800 hours long and sometimes my game crashes on save (consistently). Killing my character will allow me to save normally afterwards, don't ask me why - probably I have a rogue mod somewhere causing the issue in the first place, but this procedure has allowed me to go on playing since almost the beginning of this playthrough, without having to troubleshoot my game and fumble with my LO. Bottom line, it's kinda important that I can die, as player.kill simply exhausts your health bar and won't kill you if you have an active effect preventing death as an outcome. Thanks again! I use essential player, yes. In your case: disable the mod prior to "player.kill" and it should work for you. I think theres also a console command to remove essentiality. from memory might be something along this line: #setessential <base ID> <1/0> setessential 14 0 (disable essential) important: I think these kind of changes survive "load game" so you have to setessential 14 1 after loading. Seems simpler to disable and enable Naked Defeat? hm feel free to report back if any of this works for you
simmo111 Posted November 23, 2021 Posted November 23, 2021 On 6/3/2021 at 9:10 PM, cooldown1337 said: Uninstalling this mod causes save file corruption. I turned off all functions and waited for an hour ingame, then made a new save. After disabling the esp, save file doesn't load. What is the proper way to remove it? Fallrim tools does not remove all the scripts from Naked Defeat. You need to manually remove them via fallrim tools.
Nymra Posted November 23, 2021 Author Posted November 23, 2021 (edited) 38 minutes ago, simmo111 said: Fallrim tools does not remove all the scripts from Naked Defeat. You need to manually remove them via fallrim tools. might not be enough. from what I read save game corruption can happen when installing Form 43 ESP on Skyrim SE (and then uninstalling it again...) but naked defeat can be shut town 100% so if you did not test the mod first (like you always should) and installed it on an important save and do not want to lose gametime, just disable it in MCM and be done with it. SE has not the same ESP limit problem as LE, so... In the foreseable future the ESP will be Form 43 tho. Edited November 23, 2021 by Nymra
Diver13666 Posted November 26, 2021 Posted November 26, 2021 Looks like it mostly working! ? Two or three things to mention though. First, Extra events are messed up when PC is already enslaved by SD+, PH or Submissive Lola... It's like, wow, thanks guys, I'm already a slave and you want to re-enslave me? So when PC is enslaved I manually put Extras off. Would be cool to make it automatic. Second thing are ghosts (!). Looks like if I am naked outdoors and there are no hostiles nearby there is a great chance that some pervert ghosts just spawn to rape my PC. I think the only way I found to disable it is by disabling creatures in the mod. Are pervert ghosts really from this mod? They behave like they are and I never encountered them prior ND install. Also, some rare creatures like for example hagravens don't have dominant rape animations (if you know where to find them, you have my axe), so my female PC pretended to be raping a hagraven during an encounter with some forsworn xD No... it wasn't really immersive. Maybe we need a list of available creatures and an option to turn them on and off independently. SL Kidnapped has this kind of option and it works very well. Also my PC didn't triggered any whip marks yet... hand tatoos yes, STA worked perfectly too, but I think she was never whipped. I had some messages like "bandits are tired and don't want to whip you" Is there a trigger or smth that is needed for whipping to occur? SD+ puts whipmarks generously so it isn't ST or RT conflict. And thank you for the amazing mod! Really fresh and captivating =3
Nymra Posted November 26, 2021 Author Posted November 26, 2021 10 hours ago, Diver13666 said: Looks like it mostly working! ? Two or three things to mention though. First, Extra events are messed up when PC is already enslaved by SD+, PH or Submissive Lola... It's like, wow, thanks guys, I'm already a slave and you want to re-enslave me? So when PC is enslaved I manually put Extras off. Would be cool to make it automatic. added a scan for zbfslavefaction in the next update. hopefully this works for all the problematic mods. they all should use zap framework and the slave faction, but I did not double check 10 hours ago, Diver13666 said: Second thing are ghosts (!). Looks like if I am naked outdoors and there are no hostiles nearby there is a great chance that some pervert ghosts just spawn to rape my PC. I think the only way I found to disable it is by disabling creatures in the mod. Are pervert ghosts really from this mod? They behave like they are and I never encountered them prior ND install. this is not enough information... are you outdoor where? in the wilderness? what kind of messages appear? naked defeat has alot of messages in the upper left corner (in red), I can only determine what happens when I know the messages. ghosts spawn when you enter bleedout (hit 0 hp) and no enemies are around. I think I did not check if ghosts also spawn on public rape scenarios (they shouldnt...) since public rape should only fire with actors already nearby. naked defeat spawns currently alwys 4 bandit ghosts 10 hours ago, Diver13666 said: Also, some rare creatures like for example hagravens don't have dominant rape animations (if you know where to find them, you have my axe), so my female PC pretended to be raping a hagraven during an encounter with some forsworn xD No... it wasn't really immersive. Maybe we need a list of available creatures and an option to turn them on and off independently. SL Kidnapped has this kind of option and it works very well. yeah, I will add such toggles in the future. 10 hours ago, Diver13666 said: Also my PC didn't triggered any whip marks yet... hand tatoos yes, STA worked perfectly too, but I think she was never whipped. I had some messages like "bandits are tired and don't want to whip you" Is there a trigger or smth that is needed for whipping to occur? SD+ puts whipmarks generously so it isn't ST or RT conflict. this is confusing... when you never get whipped by Naked Defeat you wont see whip marks... (of course) if you get whipped and dont see marks, see that you update/reregister your tattoos in RapeTats MCM. whipping should suceed more often in the next update.
Nymra Posted November 26, 2021 Author Posted November 26, 2021 (edited) Tanya, our brave internal playtest specialist at work. DevTeam: "Tanya, want to tell us how the latest improvements work out" Tanya: "Ffffu.... uuuuh..... I... whaa... qui....." DevTeam: "You want another quick test run? Ok, we are ready in 3...2..." Tanya: "Nuuuuh...chrrr.....huuuuh" Orcs: "What is wrong with this one?" Edited November 26, 2021 by Nymra 2
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now