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Naked Defeat AE/SE


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Posted

I guess what I mean is more content depending on who defeats you, human-wise. Like stormcloaks and bandits should have different outcomes, maybe diff locations for imprisonment.

Posted
1 hour ago, Elysian97m said:

I guess what I mean is more content depending on who defeats you, human-wise. Like stormcloaks and bandits should have different outcomes, maybe diff locations for imprisonment.

 

I design naked defeat to work as good as possible without the requirement of special locations, so it is unlikely that something like that will ever be implemented. 
Make a huge effort to implement stuff for forsworn would mean to only rarely see that in game, since forsworn are alot less common than bandits. 
In general I am focussing more on making special scenarios for undead/vampires, for mages when present (like using special scenes and idles that use magic binds and furnitures, etc. etc.)

Another big project is adding bondage games more suitable to creature races like falmers, giants, trolls etc. because they would differ much more from each other than human factions in between them.

 

also there will be no imprsionment. local capitvity will work on the location you are defeated at like SD+ 
 

Posted
18 hours ago, Nymra said:

 

I m not sure that I understand what exactly the problem is. 
 

1. removing the followers is basically not really meant to work at the moment. 
the manual registration should be there only for followers who behave "bad" so I thought it might be nice to be able to remove them again. 
Naked Defeats followerquest itself is not really designed for followers to be unregistered again, so what you experience is intended behaviour.
Most followers will not even require manual registration and be registered automatically too.

I mean why would you want to unregister them in the first place?

 

 

2. what do you mean with "consistent script execution issues"? 

It makes no sense to fiddle around with followers when there are other more basic issues that are not solved. 

 


3. you say you use SL Defeat now, so I do not understand this part. do you mean your PC starts SL Defeat and your follower starts the Naked Defeat idles?! 

 

1. Ah, didn't realize it wasn't meant to work yet.  Was trying to remove her to get rid of the Naked defeat for a clean install, as when I she gets knocked down by SL defeat shes doing the Naked defeat knck down idle, then getting back up after the preset time and attacking the guys raping me rather than being raped herself as SL defeat is set to do.  So i wanted to try removing her to get rid of the scripts I assumed were causing this behavior.  

 

2.  With 4.51, the flow of events from knockdown, application of binders/idles, to 1-3 rapes, to idles in between, to the DD or furniture often don't execute smootly and get interupted by for example the ability to move around or run off, then they start again.  And at the end, lately, I get the "your enemies will chase you now" before I'm even tied/furnitured.  Then I get tied/furnitured after running a little ways away cause I thought I had to try and escape (it stops me and binds me).  But then when I escape the bondage my PC dies.  ?

Ive got it set to non-essential as per the new patch with the critical defeat mechanism for knockdown, but this death after delayed bondage/furniture also happens if i surrender.  So thats why I ended up trying to uninstall and try again as per point 1.

 

3.  Yes, my PC gets knocked down or surrenders and SL defeat works for me, but when my follower gets knocked AFAI can tell shes doing the Naked defeat surrender pose, then just stands up and starts attacking.  

Posted (edited)
25 minutes ago, no_way said:

1. Ah, didn't realize it wasn't meant to work yet.  Was trying to remove her to get rid of the Naked defeat for a clean install, as when I she gets knocked down by SL defeat shes doing the Naked defeat knck down idle, then getting back up after the preset time and attacking the guys raping me rather than being raped herself as SL defeat is set to do.  So i wanted to try removing her to get rid of the scripts I assumed were causing this behavior.  

 

hmm, this is interesting, since the idles should not start no matter if you unregister her or not when naked defeat is disabled. this is what bugs me. 

did you uninstall naked defeat or just disable it?

you could try to disable the ESP and then clean the save from all active scripts with "nade_" in it. Just a guess but maybe just maybe the followeridle quest got stuck somehow and is now persistent in your game. 
Which is still odd, since nothing should start... ahh, whatever, just see if that works.

you could also upload a papyrus log file. from your description alone I can only make blind guesses. 

 

25 minutes ago, no_way said:

 

2.  With 4.51, the flow of events from knockdown, application of binders/idles, to 1-3 rapes, to idles in between, to the DD or furniture often don't execute smootly and get interupted by for example the ability to move around or run off, then they start again.

 

this is not naked defeats fault but sexlab. it can take a good while to shut down its scenes and the animationEnd / AnimationEnding events get sent late. I cannot do anything about it and it happens to me ocassionaly too.

Try to reduce scriptload maybe or clean system with sexlab, this should not be the rule usually. could also be that this is just normal for your heavy mod load and I read that using FNIS XXL can also cause this (while using non XXL is usally impossible for Loverslab LoadOrders...)

 

as a rule for users: dont try to be smart, just play along. if that happens to you, just DONT move and pretend. Naked Defeat will teleport you back to the spot that you "chose" for defeat anyway. but changing zones/cells when that happens might be bad. 

 

25 minutes ago, no_way said:

  And at the end, lately, I get the "your enemies will chase you now" before I'm even tied/furnitured.  Then I get tied/furnitured after running a little ways away cause I thought I had to try and escape (it stops me and binds me).  But then when I escape the bondage my PC dies.  ?

 

I get the impression that you fucked up the mod good. In a way that I never managed to do myself. Did you try a clean save reinstall? Like really clean save? manually deleting all "nade_ scripts" and all active scripts with "nade_" that might be left?
did you try on a new game?

behaviour like this is impossible when everything executes in order and it should take alot to break that order of things. but from your description I think you might actually have found a way to break it lol :D

 

in this case, if a clean save is NOT helping, PLEASE make a papyrus log of the situation AND describe the situation in a support post. It is not unlikely that it is a bug, but since the mod works flawless for me it must be a user error or an incompatibility/other issue from your load order. 

 

25 minutes ago, no_way said:

Ive got it set to non-essential as per the new patch with the critical defeat mechanism for knockdown, but this death after delayed bondage/furniture also happens if i surrender.  So thats why I ended up trying to uninstall and try again as per point 1.

 

did you follow the correct upgrade procdure as desribed many times in the changelogs and on the front page: disabling and reenabling the mod after update? this is crucial because it will reload the active scripts and not doing it MIGHT lead to this behaviour. 

 

Edited by Nymra
Posted

WARNING!

 

There is a condition where the Calmquest gets stuck/does not terminate correcly on "wake up at an Inn".
This can be the cause of some of the behaviours described here.

 

FIX: manually set stage to 1000 in Naked Defeat System on the right side (should be 500 when u wake up at an inn and stay there...)

BETTER to not use the option at all right now (set Wake up at in to 0%) until I release a fix later.

 

Sorry.

Posted

I think the essential player feature is not working in 4.51 - I got player in bleedout and then controls are lost and nothing going on. After disabling ND completely  player dies properly.

Note: I have paused yamete in the list. Tried to player around (enable/disable) with critical defeat mcm - doesn't help

in the logs everything seems fine : 

[01/07/2022 - 02:34:58AM] NAKED DEFEAT playeralias: OnEnterBleedout Player NOT Essential -> do nothing

 

Papyrus.0.log

Posted
On 1/5/2022 at 4:20 AM, Nymra said:

I m curious tho, what SS++ mod is really even left to play?

Same old Cursed Loot, Captured Dreams, Devious Follower, etc...

But the real reason I use it is that slave auction is my turbo kink lol.

Posted
1 hour ago, Vegetius said:

Same old Cursed Loot, Captured Dreams, Devious Follower, etc...

But the real reason I use it is that slave auction is my turbo kink lol.

+ More or less recent public whore mod. Didn't try it though 

Posted (edited)
2 hours ago, crajjjj said:

I think the essential player feature is not working in 4.51 - I got player in bleedout and then controls are lost and nothing going on. After disabling ND completely  player dies properly.

Note: I have paused yamete in the list. Tried to player around (enable/disable) with critical defeat mcm - doesn't help

in the logs everything seems fine : 

[01/07/2022 - 02:34:58AM] NAKED DEFEAT playeralias: OnEnterBleedout Player NOT Essential -> do nothing

 

Papyrus.0.log 2.15 MB · 0 downloads

 

sorry, but I just have to ask to make sure:

 

Did you follow these steps when removing essential flag via ND MCM?
1. toggle ON "Remove Essential Flag"

2. disable Naked Defeat in MCM/System
3. close menu and reopen it after some 5-10 secs

4. re enable Naked Defeat in MCM/System

 

This step is necessary to make the toggle apply its changes. I am working on improving/automating that, but in the current version this step is crucial.

If you did this, then sorry, just had to make sure so that I can narrow down the possible problem.

 

Note:

Critical Defeat Settings "Defeat (On Strip)" is unconnected. I completly seperated it from the bleedout situation (in earlier version it just forced the PC into bleedout artificially, that is no longer the case).

 

Note2: 

other mods might change the essential flag too.

 

There is a console command for checking if the PC is essential, while honestly I currently have no clue on how to use it, haha.

 

maybe something along player.isessential

https://www.creationkit.com/index.php?title=IsEssential

Edited by Nymra
Posted
2 hours ago, Vegetius said:

Same old Cursed Loot, Captured Dreams, Devious Follower, etc...

 

hmm, yeah. my problem is with all those they are so lengthy and interrupt the game AND ofc are heavy on DDs :( 

 

2 hours ago, Vegetius said:

But the real reason I use it is that slave auction is my turbo kink lol.

 

THIS I can totally relate to. This is why I want to basically integrate Naked Defeat directly with SS++ via SD cages to allow SS++ to be an additional punishment instead of a game breaker.

 

Posted
7 hours ago, Nymra said:

 

sorry, but I just have to ask to make sure:

 

Did you follow these steps when removing essential flag via ND MCM?
1. toggle ON "Remove Essential Flag"

2. disable Naked Defeat in MCM/System
3. close menu and reopen it after some 5-10 secs

4. re enable Naked Defeat in MCM/System

 

This step is necessary to make the toggle apply its changes. I am working on improving/automating that, but in the current version this step is crucial.

If you did this, then sorry, just had to make sure so that I can narrow down the possible problem.

 

Note:

Critical Defeat Settings "Defeat (On Strip)" is unconnected. I completly seperated it from the bleedout situation (in earlier version it just forced the PC into bleedout artificially, that is no longer the case).

 

Note2: 

other mods might change the essential flag too.

 

There is a console command for checking if the PC is essential, while honestly I currently have no clue on how to use it, haha.

 

maybe something along player.isessential

https://www.creationkit.com/index.php?title=IsEssential

Thanks. Didn't know that flag is removed on mod restart - works well.

P.S. you can check player protection in console -> click on player to activate -> navigate down the list via shift button.

Posted
7 hours ago, crajjjj said:

Thanks. Didn't know that flag is removed on mod restart - works well.

 

 

yeah, sorry, I am just starting to dig deeper into MCM script functions. In the end I want it to work on the toggle on directly.

I m just a bit uncertain how to make sure that other mods do not invert the toggle, meaning if you toggle essential off in my MCM and another mod turns it on, the toggle would be... erm... wrong basically. 

WEll, I just need to wrap my head around it at some point I guess ^^

Posted
7 hours ago, Nymra said:

 

yeah, sorry, I am just starting to dig deeper into MCM script functions. In the end I want it to work on the toggle on directly.

I m just a bit uncertain how to make sure that other mods do not invert the toggle, meaning if you toggle essential off in my MCM and another mod turns it on, the toggle would be... erm... wrong basically. 

WEll, I just need to wrap my head around it at some point I guess ^^

No probs. 

IMHO you can't control other mods but your mod has to stay close to real state

i.e. I'm syncing mcm props on load and disable toggles if state changes

BTW I've noticed you are releasing patches as separate pex files - are you using VSC?

I currently have zip distro created on a shortcut- all changes recompiled (attached sample ppj file)

 

 

skyrimse.ppj

Posted

Is the Spawn Service currenlty meant to be working? When I get defeated by creatures, I get the message that ghosts have decided to take advantage of me, but none actually appear and I just get back into normal play status.

Posted
7 minutes ago, crajjjj said:

No probs. 

IMHO you can't control other mods but your mod has to stay close to real state

i.e. I'm syncing mcm props on load and disable toggles if state changes

 

hmm, yeah ofc. I can change MCM settings also on Load, lol. Did not think about it.

 

 

7 minutes ago, crajjjj said:

BTW I've noticed you are releasing patches as separate pex files - are you using VSC?

 

 

I m working 100% with notepad++ and recompile everything there. I dont have github or any automated version control, I only make manual backups.

I also dont use CK at all, messed up too much and I basically also never really dug deep into how it works

(it changed the ESP without warning, rewrote psc files without warning AND recompiled them etc... lol, in effect costing me a day of work back then)

o_O

 

Posted (edited)
14 minutes ago, ebondream said:

Is the Spawn Service currenlty meant to be working? When I get defeated by creatures, I get the message that ghosts have decided to take advantage of me, but none actually appear and I just get back into normal play status.

 

hmm, that might not be the spawn service but an unwanted situation created by the new enemy detection system. 

Do you play with Creatures DISABLED or did you toggle the creatures that defeated you off in MCM? 

 

EDIT: also please provide a papyrus.log so I can dont have to spend an hour trying to recreate the bug? :D

Edited by Nymra
Posted
33 minutes ago, Nymra said:

 

hmm, yeah ofc. I can change MCM settings also on Load, lol. Did not think about it.

 

 

 

I m working 100% with notepad++ and recompile everything there. I dont have github or any automated version control, I only make manual backups.

I also dont use CK at all, messed up too much and I basically also never really dug deep into how it works

(it changed the ESP without warning, rewrote psc files without warning AND recompiled them etc... lol, in effect costing me a day of work back then)

o_O

 

I was doing notepad as well. Vsc is like next century compared to that. CK I don't like as well. How do you create quests, global vars etc? Via xedit? 

Posted
2 hours ago, Nymra said:

 

hmm, that might not be the spawn service but an unwanted situation created by the new enemy detection system. 

Do you play with Creatures DISABLED or did you toggle the creatures that defeated you off in MCM? 

 

EDIT: also please provide a papyrus.log so I can dont have to spend an hour trying to recreate the bug? :D

  There you go!

Papyrus.0.log

Posted (edited)
3 hours ago, crajjjj said:

I was doing notepad as well. Vsc is like next century compared to that. CK I don't like as well. How do you create quests, global vars etc? Via xedit? 

 

I m in general very conservative when it comes to changing a working platform (I also used Adobe Suite CS3 until Windows itself said no to it).

I feel like also from the video that alot of stuff provided by it I just would not care to use at all.

I did not really write a line of script in my live before march 2021 and I m still trying to keep the overview like in a classical text that I write in word... all the quality of life improvements are hard for me to work with since they add an abstract layer (at least from what I see :D).
Of course in the end that requires more time investment from my side, but that is usually also connected to me still learning some basics in the process. 

 

Quests and all ESP edits I do via TesVedit, zEdit I use for copy pasting stuff like alias conditions etc. 


EDIT:
the one thing I think I cannot do without the CK is dialogues and scenes/packages. the way these are displayed in zedit or tesvedit is just so weird and impossible for me to understand.

But the CK does not load my scenes somehow (some bug I never cared to fix) and right now I basically just copied scenes and butchered them till they work how I want, sigh.

NPC control is a totally new area and it took me 100 hours to get them to do damned POSES on the spot, xD 

Edited by Nymra
  • 2 weeks later...
Posted

Greetings,

 

I have to say thies mod is great again and it's improving every time.

 

I'd like to mention two things:

 

1. Is there a base chance for public punishment, even if all triggers are set to zero? I got puinished when everything I had enabled wasn't in effect.

 

2. Would it be possible, to get different toggles for ghosts and animals. Sentient creatures in a rape are OK for me, the rest seems unlikely. And cows/horses spawnd in the Ratway are a bit toublesome.

 

Thanks again for the Mod and have a nice day.

Posted

I want to say I do enjoy this mod very much, only have one question though in regards to the chance that armor ends up stripped off. Seems like no matter what the percentage is set to the armor is getting knocked off with just about every hit. I know the point is to have this happen but if the chance is set to say 1 percent it should be rare but it seems like it's still just going to happen on almost every hit taken. 

Posted

Not sure why I can't leave a review, since I downloaded the file and have been playing for approx a month-but let me at least say here that this mod has replaced all other defeat mods for me.

 

It is creative, kinky, and mercifully unbloated. (I note I am not using it in combination with DD, but with Toys/ZAZ, which may alter the user experience).

 

Really nice work, Nymra,  Truly.

Posted
28 minutes ago, Astarte29 said:

Not sure why I can't leave a review, since I downloaded the file and have been playing for approx a month-but let me at least say here that this mod has replaced all other defeat mods for me.

 

It is creative, kinky, and mercifully unbloated. (I note I am not using it in combination with DD, but with Toys/ZAZ, which may alter the user experience).

 

Really nice work, Nymra,  Truly.

 

+1 on not requiring DD.  Bravo, indeed.

Posted (edited)

I just wanted to say that this mod keeps impressing me. There was again a situation where another mod interfered (Aroused Creatures) and made a mess in a scene, but this mod still recovered and I didn't end up with a broken game. It also handles well when the attacker dies during/after the scene. Truly great work, by far the best defeat mod.

 

 

Edited by monsta88

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