Nymra Posted May 17, 2022 Author Posted May 17, 2022 3 hours ago, Theolized said: Out of curiousity, is there a (chance to add or it is already have?) morality option for the sex aggressors? Like, the aggressor can only be a bandit or anyone who is hostile toward the player character, not a random townperson. Maybe, utilizing the faction relation or something to check the hostility? I find it weird that if I got defeated in a town due to a lot of reason (such as dragon attacking the town), a random townperson just come in and fuck me. It isn't completely make no sense (you were invulnerable afterall), but the npc were acting like nothing happened afterward. Sorry, if this is already answered somewhere. That is not planned. While i have a multitude of reasons against adding it in (I personally just dont care to be honest), I am a bit reluctant to add even MORE checks on the actors. The Actor Validation is already taking alot of time. Also, a factioncheck will never be perfect because of mod added NPC often not having vanilla factions. What I DO try to achieve is sorting actors by type, so humans should not join in when a dragon defeats you (dragonsupport needs to be added still btw ) and I will add an "IsHostile" check but even that can fail.
Theolized Posted May 17, 2022 Posted May 17, 2022 The faction suggestion was a suggestion from me who has a limited modding knowledge. The rest is up to you and what you think works best, but you get the point. At least, you considered the dragon support (there was no race detected when I got defeated). Good luck, and thanks. 1
Nymra Posted May 17, 2022 Author Posted May 17, 2022 14 minutes ago, Theolized said: The faction suggestion was a suggestion from me who has a limited modding knowledge. The rest is up to you and what you think works best, but you get the point. yeah, all good. I just try to inform about the underlying problems. I m not super deep into the scripts so maybe there is a fast solution that I did not yet discover or I am worrying too much about that while in fact it might not slow down things. So maybe I circle back to this one day, but apart from that the To Do list is already veeery long 14 minutes ago, Theolized said: At least, you considered the dragon support (there was no race detected when I got defeated). yeah, that is most likely the cause. When defeated by trolls near a town no humans should join for example. Dragooooons! I m on it 14 minutes ago, Theolized said: Good luck, and thanks. 2
hegel77z Posted May 18, 2022 Posted May 18, 2022 Great news, looking forward to it and thanks for your hard work!
lgnd Posted May 18, 2022 Posted May 18, 2022 So I have a strange thing happening. It may be because I've been away from the modding zone for a few years now and getting used to how things have changed, but when I enter the defeat state and the rape scene, my character warps out of the boundaries of the map, the scene occurs but no one is lined up, and once the scene is finished I am then transported back to where I was prior. I don't know if it has anything to do with this mod, or if I have the wrong version of Sexlab installed, I followed instructions to get it to work for SE...any help would be appreciated I'm just not sure where to start.
Nymra Posted May 18, 2022 Author Posted May 18, 2022 2 hours ago, lgnd said: So I have a strange thing happening. It may be because I've been away from the modding zone for a few years now and getting used to how things have changed, but when I enter the defeat state and the rape scene, my character warps out of the boundaries of the map, the scene occurs but no one is lined up, and once the scene is finished I am then transported back to where I was prior. I don't know if it has anything to do with this mod, or if I have the wrong version of Sexlab installed, I followed instructions to get it to work for SE...any help would be appreciated I'm just not sure where to start. I trhink that is one of the many Sexlab Bugs, but I dont know how to fix it.
Nymra Posted May 18, 2022 Author Posted May 18, 2022 <<<<<<<<<<<<<<<< VERSION 4.72 (Patch) >>>>>>>>>>>>>>> Update: - disable Naked Defeat in MCM - save and exit - install 4.70 (FULL) if you dont have it already - Install this patch - re-enable the mod in the MCM - save and reload - running FNIS is NOT required for this patch - make sure to uninstall 4.72 BETA if you downloaded it from the Support Thread Robbery Changes: Respects "SexlabNoStrip" Keyword Does not Rob items that are BLOCKED on MCM/Bodyslots Library meaning those items will never be stolen, destroyed, stripped or unequiped Only one Robbery Event will be active at a time. So if you were robbed, the event will not occur until you retrieved your stuff Surrender Changes: Cooperative Surrender Chance: this sets the chance for a Short scenario (only one scene) when surrendering this means if you surrender instead of beeing forced down you have a less harsh punishment. New Feature: Equip Kinky Stuff for Furniture Bondage Game Fixes: Fixed a bug that lead to "no Enemie detected" warning Fixed a bug that did not recognize dogs correctly as "Defeated by..." Nymra's BETA Features: Pchs Immersive Plugs With Nymra's BETA Features enabled the mod will now equip pchs immersive plugs (if installed). I ll add more of the plugs and more variety for equipping in the future. 2
coffeeink Posted May 18, 2022 Posted May 18, 2022 (edited) hm i encountered some bugs (4.71) yesterday: The current version at least for me was very unstable. After beeing captured and fleeing etc. the run/crawl monitor didn't stoped => everytime you run you get the Notification that you should not run. //edit saw that i'm not the only one with the issue Simple Slavery Debug Key triggers Simple slavery but doesn't end correctly => Defeat was running in the background all time and pressing space triggered the "struggle minigame" Duplicated Scenes: The transition of beeing punished by the device. I had a situation the the captures called the dogs. Furniture despawned -> Nothing happened and put again in a furniture. The Issue it was now duplicated => even after the escape the scripts where still thinking the struggle minigame is active. And maybe a very small idea: How about a small change that if you fail the struggle (or time) the captors are getting bored from you and selling you (SS handover) and i'm intersted in the new feature. hope it means what i think Edited May 18, 2022 by coffeeink
Inokentych Posted May 18, 2022 Posted May 18, 2022 1) Need belts conversion for 3BA, why only for BHUNP. 2) Will be cool if add option description as some of them not clear what do.
coffeeink Posted May 18, 2022 Posted May 18, 2022 29 minutes ago, Inokentych said: 1) Need belts conversion for 3BA, why only for BHUNP. you can just take amazing world of Bikini Armor for 3BA and it overwrites it.
Nymra Posted May 18, 2022 Author Posted May 18, 2022 (edited) 1 hour ago, coffeeink said: hm i encountered some bugs (4.71) yesterday: The current version at least for me was very unstable. After beeing captured and fleeing etc. the run/crawl monitor didn't stoped => everytime you run you get the Notification that you should not run. //edit saw that i'm not the only one with the issue Simple Slavery Debug Key triggers Simple slavery but doesn't end correctly => Defeat was running in the background all time and pressing space triggered the "struggle minigame" Duplicated Scenes: The transition of beeing punished by the device. I had a situation the the captures called the dogs. Furniture despawned -> Nothing happened and put again in a furniture. The Issue it was now duplicated => even after the escape the scripts where still thinking the struggle minigame is active. as in the other case I currently see no way the scripts can lead to these scenarios so I guess a stackdump ruined the chain of events. Disable and Reenable the mod and see if any of this happens again. If it does, I ll need a papyrus.log to see where it goes wrong. (also could be helpfull to check the Save in ReSaver for Active Scripts. When Naked Defeat is not active (Activated but not defeated) it should only have 1 active script (playeraliasquest playermonitor) 1 hour ago, coffeeink said: And maybe a very small idea: How about a small change that if you fail the struggle (or time) the captors are getting bored from you and selling you (SS handover) currently I only have 1 SS call BEFORE the captivity event, but I am thinking about adding a second "Aftermath" check when struggling, yes. But not for SS only but for all outcomes. SS++ is now becoming interesting for me again because I finally have Naked Defeat Scenarios for linking with SS++ (Slavery selling to Naked Defeat!) Also working on "dropped in the wild" outcome. Edited May 18, 2022 by Nymra
Nymra Posted May 18, 2022 Author Posted May 18, 2022 31 minutes ago, Inokentych said: 1) Need belts conversion for 3BA, why only for BHUNP. there is a 3BA somewhere in the support thread. I forgot to upload it to the official download. 31 minutes ago, Inokentych said: 2) Will be cool if add option description as some of them not clear what do. will be cool if add info on which descriptions are not clear
coffeeink Posted May 18, 2022 Posted May 18, 2022 (edited) Nope no Stackdump I copied a full Defeat Log Sequence out of the Gameplay yesterday. You will see after the finish that the Warning is appearing again. nadelog.txt It looks like the unregister Function of the animation Event is not working correctly. Edited May 18, 2022 by coffeeink
Nymra Posted May 18, 2022 Author Posted May 18, 2022 8 minutes ago, coffeeink said: Nope no Stackdump I copied a full Defeat Log Sequence out of the Gameplay yesterday. You will see after the finish that the Warning is appearing again. nadelog.txt 80.43 kB · 0 downloads It looks like the unregister Function of the animation Event is not working correctly. stack dump from an earlier game can have caused the damage. but oh wait, you still on 4.71 I think I added additional checks in 4.72 to prevent at least the message from appearing. I wont bother with 4.71 so maybe check the new version firs.t
bevo67 Posted May 18, 2022 Posted May 18, 2022 Hi Nymra - can you help? ND doesn't seem to want to initiate scene after defeat.. (probably something I've done wrong.. ) Papyrus log attached. Seems to stop responding after defeat but before crawling away feature .. This started occurring at 4.71. I'm on 4.72b and still happening. Any advice you can provide would be greatly appreciated. Papyrus.0.log
Nymra Posted May 18, 2022 Author Posted May 18, 2022 (edited) 8 minutes ago, bevo67 said: Hi Nymra - can you help? ND doesn't seem to want to initiate scene after defeat.. (probably something I've done wrong.. ) Papyrus log attached. Seems to stop responding after defeat but before crawling away feature .. This started occurring at 4.71. I'm on 4.72b and still happening. Any advice you can provide would be greatly appreciated. Papyrus.0.log 1.89 MB · 1 download dunno how you did it, but when turning the mod Off and On does not work: Disable Mod Save Exit Open SaveCleaner Go To ActiveScripts maually terminate everything with nade_ Save Load Activate Mod should work agian. ALSO: your game seems a bit messy from the log. Go to your papyrus log and search for "Stack" try to solve the mod problems that are connected with the stack, can lead to stuff not working properly in my experience. Edited May 18, 2022 by Nymra
Nymra Posted May 19, 2022 Author Posted May 19, 2022 42 minutes ago, bevo67 said: Nope - that didn't work. well, I said I dont know how you managed to do this: [05/18/2022 - 12:37:34PM] WARNING: Function nade_calmquest_qf_scr..Fragment_1 in stack frame 0 in stack 1464786 differs from the in-game resource files - using version from save [05/18/2022 - 12:37:34PM] WARNING: Function nade_allegiancequest_qf_scr..Fragment_3 in stack frame 0 in stack 1462459 differs from the in-game resource files - using version from save [05/18/2022 - 12:37:34PM] WARNING: Function nade_calmquest_qf_scr..Fragment_3 in stack frame 0 in stack 1463551 differs from the in-game resource files - using version from save [05/18/2022 - 12:37:34PM] WARNING: Function nade_configquest_scr..OnStartAllegianceQuest in stack frame 0 in stack 1465303 differs from the in-game resource files - using version from save [05/18/2022 - 12:37:34PM] WARNING: Function nade_playeralias_scr..PlayerGetsDefeated in stack frame 2 in stack 1462024 differs from the in-game resource files - using version from save [05/18/2022 - 12:37:34PM] WARNING: Function nade_playeralias_scr..PlayerMonitor in stack frame 1 in stack 4989067 differs from the in-game resource files - using version from save [05/18/2022 - 12:37:34PM] WARNING: Function nade_playeralias_scr..PlayerMonitor in stack frame 1 in stack 1093992 differs from the in-game resource files - using version from save [05/18/2022 - 12:37:34PM] WARNING: Function nade_configquest_scr..OnStartAllegianceQuest in stack frame 0 in stack 1462439 differs from the in-game resource files - using version from save something like that can only happen (to my knowledge) when you update a mod while it is running. So maybe you were captured when you updated which is a bad idea. I cannot think of any other scenario how this could happen. You can try to delete ALL scripts form the save (Active Scripts and Scripts) with "NADE" while the mod is OFF. then make sure you have the latest version installed correctly. I m sorry I dont have any other idea. Just to test you could make a new game with that profile and see if the Mod works correctly there.
bevo67 Posted May 19, 2022 Posted May 19, 2022 2 hours ago, Nymra said: well, I said I dont know how you managed to do this: [05/18/2022 - 12:37:34PM] WARNING: Function nade_calmquest_qf_scr..Fragment_1 in stack frame 0 in stack 1464786 differs from the in-game resource files - using version from save [05/18/2022 - 12:37:34PM] WARNING: Function nade_allegiancequest_qf_scr..Fragment_3 in stack frame 0 in stack 1462459 differs from the in-game resource files - using version from save [05/18/2022 - 12:37:34PM] WARNING: Function nade_calmquest_qf_scr..Fragment_3 in stack frame 0 in stack 1463551 differs from the in-game resource files - using version from save [05/18/2022 - 12:37:34PM] WARNING: Function nade_configquest_scr..OnStartAllegianceQuest in stack frame 0 in stack 1465303 differs from the in-game resource files - using version from save [05/18/2022 - 12:37:34PM] WARNING: Function nade_playeralias_scr..PlayerGetsDefeated in stack frame 2 in stack 1462024 differs from the in-game resource files - using version from save [05/18/2022 - 12:37:34PM] WARNING: Function nade_playeralias_scr..PlayerMonitor in stack frame 1 in stack 4989067 differs from the in-game resource files - using version from save [05/18/2022 - 12:37:34PM] WARNING: Function nade_playeralias_scr..PlayerMonitor in stack frame 1 in stack 1093992 differs from the in-game resource files - using version from save [05/18/2022 - 12:37:34PM] WARNING: Function nade_configquest_scr..OnStartAllegianceQuest in stack frame 0 in stack 1462439 differs from the in-game resource files - using version from save something like that can only happen (to my knowledge) when you update a mod while it is running. So maybe you were captured when you updated which is a bad idea. I cannot think of any other scenario how this could happen. You can try to delete ALL scripts form the save (Active Scripts and Scripts) with "NADE" while the mod is OFF. then make sure you have the latest version installed correctly. I m sorry I dont have any other idea. Just to test you could make a new game with that profile and see if the Mod works correctly there. So all is well with new game. I removed Nether's new follower mod Nether's Jen and Kat at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) not that I'm positive that it was the culprit, but those two characters would not calm/stop fighting after defeat no matter what I did (tweaking both their MCM, your MCM and Nether's Follower Framework MCM). I removed that mod, started new game and all works fine. I'm absolutely positive that I shut down ND before updating per your instructions. Could I have messed it up? Sure but I don't think so. I do think it was that follow mod (it has a few other bugs that cause CTD anyway..so.. perhaps its for another day..). Thanks for your replies and help! 1
Nymra Posted May 19, 2022 Author Posted May 19, 2022 (edited) 48 minutes ago, bevo67 said: So all is well with new game. I removed Nether's new follower mod Nether's Jen and Kat at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) not that I'm positive that it was the culprit, but those two characters would not calm/stop fighting after defeat no matter what I did (tweaking both their MCM, your MCM and Nether's Follower Framework MCM). I removed that mod, started new game and all works fine. I'm absolutely positive that I shut down ND before updating per your instructions. Could I have messed it up? Sure but I don't think so. I do think it was that follow mod (it has a few other bugs that cause CTD anyway..so.. perhaps its for another day..). Thanks for your replies and help! Hmm, yeah some scripted Followers can mess things up since they might ignore the calm factions or start messing around. Possible that this overheated Naked Defeat since it detects fighting followers and then tries to calm them again. But well,... sometimes it will remain a mystery and some bugs just happen in very rare occasions and certain situations and I sometimes need days to figure out how they happened and how to fix them, just a normal thing sadly. Plus ppl use Naked Defeat very differently so some might have a problem but do not realise until after hours of gameplay without issues or without beeing downed, Naked Defeat triggers again. Naked Defeat is meant to work in as many situations and locations as possible, but I dont think it will be possible to ever have a 100% guarantee that it will work Edited May 19, 2022 by Nymra
Blue Astra Posted May 19, 2022 Posted May 19, 2022 22 hours ago, Inokentych said: 1) Need belts conversion for 3BA, why only for BHUNP. 2) Will be cool if add option description as some of them not clear what do. 2
hippie47 Posted May 19, 2022 Posted May 19, 2022 Hi... I tried to upgrade to the 4.72 version yesterday when I saw it posted, but seem to have an odd problem. I installed into a save with the mod disabled as recommended, but when I started the game and enabled it in the MCM, the system page in the MCM keeps saying the version is 4.71 LE. I don't have LE and never installed an LE version. I've done 4 or 5 upgrades since I decided to try this mod out about 6 months ago and they all worked as expected previously. The 4.71 version is definitely uninstalled and the new one is installed and apparently running (almost) correctly. At least I haven't seen anything (else) weird ... yet. Any clues what to make of this?
Nymra Posted May 19, 2022 Author Posted May 19, 2022 16 minutes ago, hippie47 said: Hi... I tried to upgrade to the 4.72 version yesterday when I saw it posted, but seem to have an odd problem. I installed into a save with the mod disabled as recommended, but when I started the game and enabled it in the MCM, the system page in the MCM keeps saying the version is 4.71 LE. I don't have LE and never installed an LE version. I've done 4 or 5 upgrades since I decided to try this mod out about 6 months ago and they all worked as expected previously. The 4.71 version is definitely uninstalled and the new one is installed and apparently running (almost) correctly. At least I haven't seen anything (else) weird ... yet. Any clues what to make of this? meeh, thats just me messing up... did upload the wrong file (BETA) instead of not Beta. Its not a problem since all files are the same BUT I did not change the mod version in the BETA file to 4.72.... so its only a display issue.
bevo67 Posted May 19, 2022 Posted May 19, 2022 (edited) 13 hours ago, Nymra said: Hmm, yeah some scripted Followers can mess things up since they might ignore the calm factions or start messing around. Possible that this overheated Naked Defeat since it detects fighting followers and then tries to calm them again. But well,... sometimes it will remain a mystery and some bugs just happen in very rare occasions and certain situations and I sometimes need days to figure out how they happened and how to fix them, just a normal thing sadly. Plus ppl use Naked Defeat very differently so some might have a problem but do not realise until after hours of gameplay without issues or without beeing downed, Naked Defeat triggers again. Naked Defeat is meant to work in as many situations and locations as possible, but I dont think it will be possible to ever have a 100% guarantee that it will work Well.. you might (as a mod creator) find my set up interesting. I'm running both FNIS, for sexlab creature animations, and Nemesis, for some good combat mods (most notably, Distance Based Combat, among others). This makes my LO sorta weird, particularly with animations. For instance, your crawl animation doesn't work if I'm running FNIS creatures AND Nemesis but, of course, does work if I'm running either alone. If I run only Nemesis, then for Ultimate Combat (which I like), certain creatures will occasionally t-pose during combat (they'll snap out of it if I bash them with a mace or shield). But if I'm running FNIS creatures AND Nemesis, creatures (really just draugrs and falmer are the ones with issues) won't t-pose. So its all a balancing act.. do I want crawling with t-posing draugrs or do I want walking animation (where crawling should be) with no t-posing draugrs and falmer? Of couse, I have to have Nemesis for combat and I want to have animating creatures during sexlab scenes, so I need FNIS. With all that going on, your mod works great! Like I said, there are some issues I have to be aware of when using both FNIS and Nemesis (such as the crawl animation). But other than that one animation, I don't see anything affecting your mod with my LO. I guess I could turn off all creature animations during defeat and just use Nemesis, but what fun is that? Edited May 19, 2022 by bevo67
Stasdvrz Posted May 19, 2022 Posted May 19, 2022 I have problem like that maybe i do something wrong ?
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