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Naked Defeat AE/SE


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Posted
20 hours ago, SwissxPiplup said:

It's a shame I wasn't here when you were having that issue on Monday, the Fuz Ro D'oh version is almost certainly what was causing the issue, it was causing me trouble with Simple Slavery about a fortnight ago, the auctioneers wouldn't say anything and nothing would progress until I lowered the version of Fuz Ro D'oh from 2.1 to 1.7, all in all, I'm glad you managed to figure it out.

 

As for this mod, I'm sure Dirt and Blood was mentioned once before, but would it be possible to add support for Dirt and Blood in addition to Bathing in Skyrim? I've never had any luck with Bathing in Skyrim, the majority of the time it can never detect when the player is in water, and if it does, I stand about an 80% chance of crashing when trying to bathe, it's most likely my fault it's not working right but given it's an unofficial port from Legendary Edition and it's last update was nearly 2 years ago, I just don't think it's reliable anymore; ironically it's the same reason I moved from Defeat to Naked Defeat...

 

I just figured Dirt and Blood is designed to be lightweight and simplistic, it's never crashed for me, and doesn't do anything fancy, but just like Bathing in Skyrim, it will let you tell it when the player it clean or dirty.

 

Cheers.

 

I have the correctly matching versions for SE and Fuz and I still don't get all the text .... LOL

 

So , please:

 

Which SKSE version are you using?

 

If you're using MO2, where do you have Fuz in the L/H pane - near the top, or near the bottom?

Posted
1 hour ago, Leodriz said:

Hi, I read this mod supports Demonic Creatures. That sounds fun :)

 

naked defeat can detect demonic creatures and then uses their factions to sort them to match the type of defeat. but this is work in progress and I am testing it at the moment.

basically at this point, demonic creatures should show up in naked defeat scenes.

 

1 hour ago, Leodriz said:

 

 


Demonic creaturs doesnt include sexlab anims though.
Do I need an animation pac from somwhare to get rape from those creatures to work? If so, what pac?
Kind regards,

 

just the usual. Billyy, Anubs, FunnyBiz should cover alot. I have all the SLAL packs installed that exist tho :P

 

In the future Naked Defeat will also spawn Demonic Creatures for special scenarios. 

Posted
21 hours ago, SwissxPiplup said:

As for this mod, I'm sure Dirt and Blood was mentioned once before, but would it be possible to add support for Dirt and Blood in addition to Bathing in Skyrim? I've never had any luck with Bathing in Skyrim, the majority of the time it can never detect when the player is in water, and if it does, I stand about an 80% chance of crashing when trying to bathe, it's most likely my fault it's not working right but given it's an unofficial port from Legendary Edition and it's last update was nearly 2 years ago, I just don't think it's reliable anymore; ironically it's the same reason I moved from Defeat to Naked Defeat...

 

I just figured Dirt and Blood is designed to be lightweight and simplistic, it's never crashed for me, and doesn't do anything fancy, but just like Bathing in Skyrim, it will let you tell it when the player it clean or dirty.

 

Cheers.

 

Bathing in skyrim works for me usually (sometimes  the PC T-poses in animations tho...) 

I always planned on picking the mod up and updating it to also work with DDs and stuff (swapping animations etc.) but well... no time yet :(

 

I will see if I can implement Dirt&Blood, should not be that hard, since I only have to pick its dirtiness value. But its not high priority at the moment, so no promises on "when" :( 

Posted
3 hours ago, Nymra said:

 

Bathing in skyrim works for me usually (sometimes  the PC T-poses in animations tho...) 

I always planned on picking the mod up and updating it to also work with DDs and stuff (swapping animations etc.) but well... no time yet :(

 

I will see if I can implement Dirt&Blood, should not be that hard, since I only have to pick its dirtiness value. But its not high priority at the moment, so no promises on "when" :( 

Hey, don't worry about it, I understand.

Modding is usually a hobby and takes up quite a bit of time; take care of yourself and your life first and foremost, Skyrim will still be here whenever you're good and ready. ?

 

As for your previous post pertaining to Demonic Creatures, I will say that it's not being detected in my game (within the MCM), although again, this is likely user error on my part, I know I'm using a previous version on Demonic Creatures, and the custom MCM someone made for it, which is outdated and breaks some creatures (making mummies invisible for instance).

 

All in all, take your time, modding should always take a backseat to your more important tasks.

Posted
8 minutes ago, SwissxPiplup said:

As for your previous post pertaining to Demonic Creatures, I will say that it's not being detected in my game (within the MCM), although again, this is likely user error on my part, I know I'm using a previous version on Demonic Creatures, and the custom MCM someone made for it, which is outdated and breaks some creatures (making mummies invisible for instance).

 

Naked Defeat scans for the ESP name "DemonicCreatures.esp"

I should mention that detecting Demonic Creatures only works with the latest Modversion of Demonic Creatures (1.6xx) I think because before that the creatures missed the required keyword (without the keyword it was not possible to easily detect them). 

Posted
4 hours ago, DonQuiWho said:

 

I have the correctly matching versions for SE and Fuz and I still don't get all the text .... LOL

 

So , please:

 

Which SKSE version are you using?

 

If you're using MO2, where do you have Fuz in the L/H pane - near the top, or near the bottom?

Hey there,

 

I'm using Skyrim SE version 1.5.97 (I used the Downgrade Patcher to get back to this version), with SKSE version 2.0.20, and I'm using Fuz Ro D'oh version 1.7.

I'm afraid I'm using Vortex, so I won't be able to assist in that regard, but I do run LOOT after making any significant changes to my load order, even if Vortex sorts itself, I've always felt comfortable running LOOT.

Posted
35 minutes ago, Nymra said:

 

Naked Defeat scans for the ESP name "DemonicCreatures.esp"

I should mention that detecting Demonic Creatures only works with the latest Modversion of Demonic Creatures (1.6xx) I think because before that the creatures missed the required keyword (without the keyword it was not possible to easily detect them). 

The version of Demonic Creatures I'm running is absolutely the issue here then, I'm using version 1.5.7, the third party MCM for it doesn't work properly so I may as well remove it and upgrade to 1.6.x.

 

Cheers!

Posted
2 hours ago, SwissxPiplup said:

Hey there,

 

I'm using Skyrim SE version 1.5.97 (I used the Downgrade Patcher to get back to this version), with SKSE version 2.0.20, and I'm using Fuz Ro D'oh version 1.7.

I'm afraid I'm using Vortex, so I won't be able to assist in that regard, but I do run LOOT after making any significant changes to my load order, even if Vortex sorts itself, I've always felt comfortable running LOOT.

 

I blocked the update, ? and have all those versions in play too.   I'll maybe try a shuffle of SKSE's location in my LH pane, but I'm not unduly hopeful

 

But thanks for the response!

Posted (edited)
3 hours ago, DonQuiWho said:

 

I blocked the update, ? and have all those versions in play too.   I'll maybe try a shuffle of SKSE's location in my LH pane, but I'm not unduly hopeful

 

But thanks for the response!

 

position in the Load order should be meaningless anyway, Fuz is just a dll, no scripts no esp. 

what COULD be is that some mod contains the .dll too because the mod author thought he is smart... in that case you could have an old version or newer version of fuz without knowing.

at least happened to me before with dll based mods. but you should be able to see that when you check for overwrite/mod conflicts in left pane. 

 

Edited by Nymra
Posted
6 hours ago, Nymra said:

 

position in the Load order should be meaningless anyway, Fuz is just a dll, no scripts no esp. 

what COULD be is that some mod contains the .dll too because the mod author thought he is smart... in that case you could have an old version or newer version of fuz without knowing.

at least happened to me before with dll based mods. but you should be able to see that when you check for overwrite/mod conflicts in left pane. 

 

This may very well be true, I know that Modern Brawl Bug Fix on Nexus Mods (Prevents NPC's from becoming hostile during a brawl due to harmless cloak spells or enchanted items) is included in a few other mods, some other mods also have superior version of it built in, LOOT is what told me about these through Vortex and recommended I remove Modern Brawl Bug Fix, so I did.

The same thing could very well be happening with Fuz Ro D'oh, although I have 435 currently enabled mods (Including Fuz Ro D'oh) that haven't caused any problems with it, so I'm curious as to which mod could be causing the issue if a mod happens to be the issue. ?

Posted (edited)
2 hours ago, SwissxPiplup said:

This may very well be true, I know that Modern Brawl Bug Fix on Nexus Mods (Prevents NPC's from becoming hostile during a brawl due to harmless cloak spells or enchanted items) is included in a few other mods, some other mods also have superior version of it built in, LOOT is what told me about these through Vortex and recommended I remove Modern Brawl Bug Fix, so I did.

The same thing could very well be happening with Fuz Ro D'oh, although I have 435 currently enabled mods (Including Fuz Ro D'oh) that haven't caused any problems with it, so I'm curious as to which mod could be causing the issue if a mod happens to be the issue. ?

 

if vortex does not tell you when a file from mod a overwrites a file from mod b you should get another mod organizer better sooner than later :P

In mod organizer 2 I can see when a dll is twice in my "left pane" (file overwriting load order) because it shows a red "-" in the mod, indicating a file from it is overwritten by another mod (and which one too). (LOOT is now what I would build my trust on in that regard, at least from what I know... also loot makes errors too.)

Edited by Nymra
Posted

I tried registering followers in the framework but for some reason the mod refuses to recognize them. I even used all available methods

 

Am I doing something wrong or does it not work with certain follower types?

Posted
2 minutes ago, saberthesword said:

I tried registering followers in the framework but for some reason the mod refuses to recognize them. I even used all available methods

 

Am I doing something wrong or does it not work with certain follower types?

 

make sure you used the method correctly (as described on the frontpage) since that was often done wrong.

try with a vanilla follower first, they should work with the normal AND the manual registration.

 

Also it might be that a custom follower mod uses wrong naming conventions and then the name might not show up. So maybe test in a naked defeat scenario if the followers work anyway.

There are also no "follower types" only correctly made followers and such that are not correct (missing all the required factions). 

 

Manual registration (weapon drawn + aiming at follower should ALWAYS work (even when the NPC is not a follower at all), except when the name cannot be fetched from the ESP (when the follower mods setup is wrong)

 

3A. Follower Registration (when weapon drawn & not in combat - NOTHING in Crosshair)

This is currently the only way to make Naked Defeat recognize your followers. You have to do this every time you hire or release a follower, but only then.

Draw your weapon (or unarmed or spell) and then press the Action Key.

A number of messages will appear in the upper left corner, listing the names of the followers found.
You can also check the registered followers in the MCM / Naked Defeat / System on the lower left side.

I will add more ways to add followers and better automation in the future, no worries.

 

3B. Manual Follower Registration (when weapon drawn & not in combat - aiming at the Follower with Crosshair)

This way you can manually add Followers that are not recognized in Step 3A. 

- draw weapon

- aim at follower in question

- press K ----> (will say "ADDED as Naked Follower "Name")
Then repeat step 3A. 
You can remove the follower again by repeating this (will say "REMOVED as Naked Follower "Name").

You can add all kinds of NPC with this, for example NPC that travel with you for quests but are no regular followers.

This is also meant for Custom Followers that are incompatible with Follower Frameworks.

Posted
1 hour ago, Nymra said:

 

if vortex does not tell you when a file from mod a overwrites a file from mod b you should get another mod organizer better sooner than later :P

In mod organizer 2 I can see when a dll is twice in my "left pane" (file overwriting load order) because it shows a red "-" in the mod, indicating a file from it is overwritten by another mod (and which one too). (LOOT is now what I would build my trust on in that regard, at least from what I know... also loot makes errors too.)

Vortex does inform the user when that happens, it allows them to decide which file overwrites which, and has a simple visualisation for when cycles exist, allowing the user to decide what file needs to take priority in that regard. The reason I use LOOT is because it's actually integrated with Vortex, they both share the same masterlist, and Vortex will display errors and messages from LOOT.

265251802_Screenshot2022-04-09121932.png.16bf7e99655feeab2937153036dcf38d.png

This is an example of LOOT messages shown in the Vortex plugin list for the Summermyst - Enchantments of Skyrim esp, I didn't have to open LOOT to see those.

 

I will say I've never actually used MO2 though, so I can't say if one is better than the other, but in all honesty, as long as it does it's job, it's fine by me.

Posted (edited)
4 minutes ago, SwissxPiplup said:

Vortex does inform the user when that happens, it allows them to decide which file overwrites which, and has a simple visualisation for when cycles exist, allowing the user to decide what file needs to take priority in that regard. The reason I use LOOT is because it's actually integrated with Vortex, they both share the same masterlist, and Vortex will display errors and messages from LOOT.

265251802_Screenshot2022-04-09121932.png.16bf7e99655feeab2937153036dcf38d.png

This is an example of LOOT messages shown in the Vortex plugin list for the Summermyst - Enchantments of Skyrim esp, I didn't have to open LOOT to see those.

 

I will say I've never actually used MO2 though, so I can't say if one is better than the other, but in all honesty, as long as it does it's job, it's fine by me.

 

what I meant is that to my knowlegde LOOT can only see and sort ESPs. so Fuz Ro Doh is virtually invisible to loot and loot therefor useless. (might be that I miss something tho :D) 

(since Fuz Ro Doh has no ESP...) 

since it is an SKSE plugin, it might be worthwile cleaning the SKSE co save when changing loot versions (but not sure).

Testing on a new game should always work. 

Edited by Nymra
Posted
5 hours ago, Nymra said:

 

what I meant is that to my knowlegde LOOT can only see and sort ESPs. so Fuz Ro Doh is virtually invisible to loot and loot therefor useless. (might be that I miss something tho :D) 

(since Fuz Ro Doh has no ESP...) 

since it is an SKSE plugin, it might be worthwile cleaning the SKSE co save when changing loot versions (but not sure).

Testing on a new game should always work. 

I think you're right, I've always been attributing my success in modding to LOOT keeping everything relatively sorted, but it must have been something else I've been doing, or I've just been getting lucky all these years... That's a scary thought. ?

Posted
4 hours ago, bubbadogslaw said:

Is there any way to trigger the animations from the images on the download page for this mod?

 

just get all the SLAL packs there are :P

 

In Naked Defeat the "Yoke" and "Cuffs" Scenario trigger some of those.

You can also use the Custom Tags to call for them. 
Try "Furniture" or "Pillory" and similar tags (in Naked Defeat MCM -> Outfits & Tags) 

Posted

Probably a dumb question very new here to Skyrim nsfw modding... I have all the hard and soft requirements (and their requirements) The answer is probably obvious but when i surrender it says no race selected despite having area scan at 5000 on both indoor and outdoor ., the strip happens but animations don't play and there are no actors. Would apreaciate a response probably missing something in mcmu.

Posted
2 hours ago, DerpCake Official said:

Probably a dumb question very new here to Skyrim nsfw modding... I have all the hard and soft requirements (and their requirements) The answer is probably obvious but when i surrender it says no race selected despite having area scan at 5000 on both indoor and outdoor ., the strip happens but animations don't play and there are no actors. Would apreaciate a response probably missing something in mcmu.

 

"despite having area scan at 5000 on both indoor and outdoor" has nothing to say. 

please upload a papyrus.log when it happens.

 

https://www.nexusmods.com/skyrim/articles/368

 

also please see if this situation happens all the time and in different situations. 

Posted

Question to the crowd:

 

What type of creatures and/or animals would you expect to see (halfway) lorewise with the usual human(like) factions out there?

 

Orcs?

Forsworn? (dragonpriests?)

Dremora? (undead/magical stuff?)

Khajit? (sabrecats? for the fun of it? :D) 

Argonians?

 

any notable differences between

Nord?
Imperial?

Breton?

 

Currently when humans are involved they can "bring" some creatures.

For regular humans it is:
 

- horses, skeevers, goats, (tame/armored) trolls, dogs 

 

I want to expand the feature when a certain faction is detected, tho, hence the question.

 

 

 

Posted (edited)
9 minutes ago, DerpCake Official said:

Let me know the problem... If I did wrong let me know... thanks for the quick response. 

PapyrusUtilDev.log 14.4 kB · 1 download

 

that is not the file that I need.

 

I need a file called "Papyrus.0.log" as explained in the link. 

 

 

Edited by Nymra
Posted
42 minutes ago, Nymra said:

 

that is not the file that I need.

 

I need a file called "Papyrus.0.log" as explained in the link. 

 

 

Finished the instructions on the link for both regular ie and custom ie (no text) and played for forty minutes. Didn't get a single log.... However I have 2 ini files for each reg and custom called Based and Baked. For Based i plugged in all the = 1's that were required under the script.... maybe the last one isnt supposed to have a space even though its written like that in the instructions.

Posted
5 hours ago, Nymra said:

Question to the crowd:

 

What type of creatures and/or animals would you expect to see (halfway) lorewise with the usual human(like) factions out there?

 

Orcs?

Forsworn? (dragonpriests?)

Dremora? (undead/magical stuff?)

Khajit? (sabrecats? for the fun of it? :D) 

Argonians?

 

any notable differences between

Nord?
Imperial?

Breton?

 

Currently when humans are involved they can "bring" some creatures.

For regular humans it is:
 

- horses, skeevers, goats, (tame/armored) trolls, dogs 

 

I want to expand the feature when a certain faction is detected, tho, hence the question.

 

 

 

Deer don't get enough love... maybe with spriggans?  They're too busy running from everything in sight.

 

I also like the idea of others joining in... with some comments to that effect.

 

Orc passerby "Hey, my dog and pet skeevers need to be bred... mind if they join in? Hell I'll pay you 10 septims!!"

 

??

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