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Naked Defeat AE/SE


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Posted (edited)
1 hour ago, VirginMarie said:

 

Very open to feature requests, particularly where they help mod authors to make stuff happen.

We fulfilled the last request in a release coming out likely today and I think it would be needed for apropos2.. the new function SceneHasTag(). You can see more here... What's in the next Toy&Love Release?

 

And yes getting defeated nekid with GetToy() and Love() is begging to happen, you can hear the code in in Nymra's mod crying out...  "so easy! so fast!"

(those are the two function calls that will do a load of magic work for a case like Naked Defeat)

 

hmm... I ll have a look... but I dont need any sorting . In fact I dont want any sorting (or magic) since with the mess that are SLAL packs no sorting can be perfect and I noticed that stuff that happens externaly rarely goes the way I want :(

I want to start scenes that already have a predetermined set of tags and actors since that is required to match the situation and the scenario.


I see if I can test toys at some point but my time is limited for the next weeks :( 

Other than that, I just parsed through the API but without depth or detail and I m not quite sure if I understand it correct.

Just my interests and issues with Sexlab... 

 

does Toy have:

 

- victim voices? I have Extra Voices Expanded with 80-100 sound files support and I would never go back from that

- dedicated orgasm voices that can be different for gagged, victim, etc.? 

- tongues?
- expressions?

- can I tell Toys to NOT play expressions when I start a scene via scrip (regardless of its MCM settings?t?

- can I tell Toys to NOT play voices when I start a scene via script (regardless of its MCM settings??

 - can I tell Toys how LONG a scene should play (or a stage?)  when I start a scene via script (regardless of its MCM settings??

- does Toys have foreplay and does its foreplay respect tags that come with the foreplay anims?

- I have a random "scenestage go back" script, will that be possible with toys?

- can I supress orgams beeing played like with Sexlab threadstart?

- can I catch "SoundFX" of a scene? 

- will SceneHasTag() return the tags of the scene? I would like a function that does that.

- compatible with FillHerUp?

- does toys allow me to leave the player controls disabled after the scene ends? (movement, combat)? sexlab is messy in that regard

 

I noticed I can add Cum maybe via Naked Defeat (using Sexlab) probably, even when the scene is started by Toys.

basically all above points would be crucial for me

 

Regarding Toys:

Zap Devices somehow mess with the player controls, so they make trouble when I disable player controls while in furniture.

For that reason I had to add the devices to Naked Defeats ESP and remove the ZAP keywords and the BondageEnchantment 

Devious Devices work tho. 

 

Edited by Nymra
Posted

so. I installed this mod and FNIS giving me 2 warnings which are these: 

 


>>Warning: \character\behaviors\FNIS_BeingADoggy_huan_Behavior.hkx not Skyrim SE 

 

>>Warning: \character\behaviors\FNIS_NakedDefeat_Behavior.hkx not Skyrim SE compatible<<

 

I downloaded LE version cuz of I couldn't see SE version. if there is SE version can someone please show me where it is? or am I doing something wrong. thank you in advence for helping

Posted
Just now, MrSpacePenguin said:

so. I installed this mod and FNIS giving me 2 warnings which are these: 

 


>>Warning: \character\behaviors\FNIS_BeingADoggy_huan_Behavior.hkx not Skyrim SE 

 

>>Warning: \character\behaviors\FNIS_NakedDefeat_Behavior.hkx not Skyrim SE compatible<<

 

I downloaded LE version cuz of I couldn't see SE version. if there is SE version can someone please show me where it is? or am I doing something wrong. thank you in advence for helping

oh god my bad it was right under the description I just couldn't see it dummy meeeee. thank you for the mod! ^^

Posted
22 hours ago, Nessa said:

Wait Toys makes something... FASTER!? :scream: I'm going to have to test this!

 

Anyway, been doing some heavy testing!! Everything works, though the wait time is rather significant compared to previous versions. The log looks ok (no stack dumps) but... there is an odd thing. Thousands upon thousands of this:

 

  Reveal hidden contents

 

And I mean thousands upon thousands. ?

 

Relevant log went like this for the first part:

  Hide contents
[05/29/2022 - 02:29:58AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(MAIN LOOP START)
[05/29/2022 - 02:29:58AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(RealWaiting 3)
[05/29/2022 - 02:29:58AM] NAKED DEFEAT playeraliasquest: OnEnterBleedout() #bleedout
[05/29/2022 - 02:29:58AM] NAKED DEFEAT playeraliasquest (#msg): Ouch!
[05/29/2022 - 02:29:58AM] NAKED DEFEAT playeraliasquest: PlayerDown(from bleedout without beeing hit!)
[05/29/2022 - 02:29:58AM] NAKED DEFEAT playeraliasquest: PlayerDown() - #down
[05/29/2022 - 02:29:58AM] NAKED DEFEAT playeraliasquest (#msg): You are bleeding out slowly...
[05/29/2022 - 02:29:58AM] NAKED DEFEAT confiquest: OnMoan()
[05/29/2022 - 02:29:58AM] NAKED DEFEAT confiquest: OnMoan(regular)
[05/29/2022 - 02:29:58AM] NAKED DEFEAT playeraliasquest: No Followers -> defeated
[05/29/2022 - 02:29:58AM] NAKED DEFEAT playeraliasquest: Defeated
[05/29/2022 - 02:29:58AM] NAKED DEFEAT playeraliasquest: PlayerGetsDefeated()
[05/29/2022 - 02:29:58AM] NAKED DEFEAT configquest: Enemy[0]: Falmers
[05/29/2022 - 02:29:58AM] NAKED DEFEAT configquest: Enemy[1]: Falmers
[05/29/2022 - 02:29:58AM] NAKED DEFEAT configquest: Crawl()
[05/29/2022 - 02:29:58AM] NAKED DEFEAT configquest: Crawl(ON) Start
[05/29/2022 - 02:29:59AM] Nemesis CompareAnimVar (AnimGroup: _mt, Value: 1, Priority: 0, Mod: Naked Defeat, Group: 1
[05/29/2022 - 02:29:59AM] Nemesis CompareAnimVar (AnimGroup: _mtx, Value: 1, Priority: 0, Mod: Naked Defeat, Group: 1
[05/29/2022 - 02:29:59AM] Nemesis CompareAnimVar (AnimGroup: _mtidle, Value: 1, Priority: 0, Mod: Naked Defeat, Group: 1
[05/29/2022 - 02:29:59AM] Nemesis CompareAnimVar (AnimGroup: _mtturn, Value: 1, Priority: 0, Mod: Naked Defeat, Group: 1
[05/29/2022 - 02:29:59AM] Nemesis CompareAnimVar (AnimGroup: _1hmatk, Value: 1, Priority: 0, Mod: Naked Defeat, Group: 1
[05/29/2022 - 02:29:59AM] Nemesis CompareAnimVar (AnimGroup: _1hmmt, Value: 1, Priority: 0, Mod: Naked Defeat, Group: 1
[05/29/2022 - 02:30:00AM] NAKED DEFEAT configquest: Crawl(ON) after FNIS
[05/29/2022 - 02:30:00AM] NAKED DEFEAT configquest: Crawl(ON) End
[05/29/2022 - 02:30:00AM] NAKED DEFEAT configquest: OnStartAllegianceQuest()
[05/29/2022 - 02:30:00AM] NAKED DEFEAT playeraliasquest: (#msg) All is lost...
[05/29/2022 - 02:30:00AM] NAKED DEFEAT confiquest: OnMoan()
[05/29/2022 - 02:30:00AM] NAKED DEFEAT configquest: OnStartGetDefeatType()
[05/29/2022 - 02:30:00AM] NAKED DEFEAT configquest: Starting GetDefeatType() B
[05/29/2022 - 02:30:00AM] NAKED DEFEAT configquest: GetDefeatType()
[05/29/2022 - 02:30:00AM] NAKED DEFEAT configquest: GetDefeatType() Enemy[0]: Falmers
[05/29/2022 - 02:30:00AM] NAKED DEFEAT configquest: GetDefeatType() Enemy[1]: Falmers
[05/29/2022 - 02:30:00AM] NAKED DEFEAT configquest: GetDefeatType() Enemy[2]: ChaurusHunters
[05/29/2022 - 02:30:00AM] NAKED DEFEAT configquest: GetDefeatType() Enemy[3]: ChaurusHunters
[05/29/2022 - 02:30:00AM] NAKED DEFEAT configquest: GetDefeatType() Enemy[4]: ChaurusHunters
[05/29/2022 - 02:30:00AM] NAKED DEFEAT configquest: GetDefeatType() Enemy[5]: ChaurusHunters
[05/29/2022 - 02:30:00AM] NAKED DEFEAT configquest: RaceMessage(): Falmers
[05/29/2022 - 02:30:01AM] NAKED DEFEAT #allegiancequest: stage 10 (START)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT allegiancequest: Allegiance (ON)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT allegiancequest: #spawn: only humans, calmquest not started, go SpawnRapers
[05/29/2022 - 02:30:01AM] NAKED DEFEAT allegiancequest: Allegiance(ON) ActorCount: 0
[05/29/2022 - 02:30:01AM] NAKED DEFEAT allegiancequest: stage 14 (WAITING)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(MAIN LOOP START)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(defeat running)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(MAIN LOOP START)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(defeat running)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(MAIN LOOP START)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(defeat running)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(MAIN LOOP START)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(defeat running)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(MAIN LOOP START)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(defeat running)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(MAIN LOOP START)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(defeat running)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(MAIN LOOP START)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(defeat running)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(MAIN LOOP START)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(defeat running)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(MAIN LOOP START)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(defeat running)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(MAIN LOOP START)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(defeat running)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(MAIN LOOP START)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(defeat running)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(MAIN LOOP START)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(defeat running)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(MAIN LOOP START)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT allegiancequest: CombatScan()
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(defeat running)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(MAIN LOOP START)
[05/29/2022 - 02:30:01AM] NAKED DEFEAT playeraliasquest: PlayerMonitor(defeat running)

 

 The last two lines were repeated.... an astounding 250,000+ times. Yes you read that right. They would keep being reported even with the console open which could account for the excessive amount but wow. (Actually on the test I just ran it was over 800,000 times!!)

 

Usually everything works out. This last test I just did the followers were forgotten. (I did a lot of console pausing.) Other tests the followers worked out and didn't have that odd behavior encountered previously. So the hotfix script worked on that front for sure. As you can imagine the log file becomes almost too large for even Notepad++ to handle. ? Any idea what would cause that?

 

Happily the log bloat stops after the player gets released. Not sure this is of any use, but definitely odd! :scream:

 

EDIT: Also godmod didn't get deactivated on that last test, but that was such a weird one! Followers forgotten, 800,000 lines of log, and godmode at the end. Definitely strange!

 

 

did you have "Play Defeat Expressions" toggled OFF [  ] by any chance?
I think in that case I built a loop without any delay, so the debug message can be sent hundreds of times per second, duh.

just report back the me shortly and I make a hotfix to test for you

Posted
7 hours ago, Dez65 said:

I did not!  Only the Surrender hotfix.   Sorry for wasting your time.  Just ran through a test with the follower hotfix installed and it seemed to return the follower back to pre-assault.

 

Thanks so much for your patient response. 

 

Appreciated, but the thanks isn't necessary. its a modding forum where all here to help each other even if its just the small stuff like missing hotfix's (we've likely all been there at some point in time).

Enjoy your game

Posted
7 hours ago, Nymra said:

but I dont need any sorting . In fact I dont want any sorting (or magic) since with the mess that are SLAL packs no sorting can be perfect and I noticed that stuff that happens externaly rarely goes the way I want :(

 

I want to start scenes that already have a predetermined set of tags and actors since that is required to match the situation and the scenario.

 

No problem. Love() will do this... start scenes that already have a predetermined set of...

 

I don't know what you mean by sorting. I did not say sorting :P . Is that like a Harry Potter Sorting Hat? We have no sorting.

If you mean filtering, like the &%#$% DD filter... NO. Toys is different of course. The user can choose Filtering or Phasing (hiding), or a combo of both. And since this in integrated, not a hack, its seamless, and fast, and smarter, thus GOOD. And as the mod author, if you call the scene directly, then none of that happens either.

 

And magic...

I did not mean magic literally, I was just saying it does lots of automatic stuff for you, like as if its magic!

For example GetToy() will, optionally, use the preferred toy box based on what is already worn.

Love() will automatically match-make actors, optionally, if you want. Just 2 examples.

You do not have to use them.

 

7 hours ago, Nymra said:

- victim voices? I have Extra Voices Expanded with 80-100 sound files support and I would never go back from that

- dedicated orgasm voices that can be different for gagged, victim, etc.? 

- can I tell Toys to NOT play voices when I start a scene via script (regardless of its MCM settings??

 

The weakest feature in Toys&Love Love Scenes right now is lack of user or mod options for sounds. I mean what it does is good, but there's no options to customize. 

However we already plan to expand that area next. You could become part of the feedback that shapes it (I'm already taking notes :D ).

 

I don't know what victim voices would mean. Toys DOES have sound options that you can call already, that are not meant for Love Scenes, but could be used. Like for example SLaVE has whipping and other punishment scenes with screams (SLAVE calls Toys to get the screams).

 

Also a big strength... is that Toys has Music. Any scene can play music from installed music packs. Not just Love Scenes.

 

7 hours ago, Nymra said:

- tongues?

 

What does it mean? If it means Ahegao faces... we do have that.

 

7 hours ago, Nymra said:

- expressions?

 

Yes. Automatic in Love Scenes. API to call it outside of that. Works for Player and NPCs.

 

7 hours ago, Nymra said:

- can I tell Toys to NOT play expressions when I start a scene via scrip (regardless of its MCM settings?t?

 

No. But easy to add a feature for you. I'd want to understand your use case, know what you are actually doing, then maybe offer something even better. We have to keep in mind that SLAL pack data controls, in some cases, the expressions for a mouth open (the oral stuff), so this should not get turned off.

 

7 hours ago, Nymra said:

 - can I tell Toys how LONG a scene should play (or a stage?)  when I start a scene via script (regardless of its MCM settings??

- does Toys have foreplay and does its foreplay respect tags that come with the foreplay anims?

- I have a random "scenestage go back" script, will that be possible with toys?

- can I supress orgams beeing played like with Sexlab threadstart?

- can I catch "SoundFX" of a scene? 

- will SceneHasTag() return the tags of the scene? I would like a function that does that.

- compatible with FillHerUp?

 

For all of these, its either a no, or a sort of, or a "I need to understand the use caes and get more specific".

Most of these could easily be a yes once I understand and either think of how it already can be done, or add a simple feature. Some of them might be about understanding your use case and coming up with an alternative that maybe ends up being even better by collaborating. 

 

7 hours ago, Nymra said:

I noticed I can add Cum maybe via Naked Defeat (using Sexlab) probably, even when the scene is started by Toys.

 

You can alternatively use Toys Cumming() API to add cum. Then you get consistency of it coming from the user's choosen installed LoveCum Pack.

 

7 hours ago, Nymra said:

- does toys allow me to leave the player controls disabled after the scene ends? (movement, combat)? sexlab is messy in that regard

 

Zap Devices somehow mess with the player controls, so they make trouble when I disable player controls while in furniture.

For that reason I had to add the devices to Naked Defeats ESP and remove the ZAP keywords and the BondageEnchantment 

Devious Devices work tho. 

 

Before Toys, or Toys&Love, I spent years on custom scenes in SLaVE. So I like to figure I've mastered the art of player controls, freecam, and all the things one needs to start and end a scene. Things like checking if weapons are drawn, and putting them away, there are many complications. Toys&Love has StartScene() and EndScene() which do all the tricks one needs. The Love Scenes call those. We have all the stripping needs down too, built into those, or separate.

 

IF you love(), or do non-love scenes with StartScene(), you will not have any of these player controls troubles like the SL and ZAZ examples. I promise.

 

We also have Busy Status checking down to an fine art too... as in not starting scenes when we should not. 

Posted
20 hours ago, Nymra said:

 

did you have "Play Defeat Expressions" toggled OFF [  ] by any chance?
I think in that case I built a loop without any delay, so the debug message can be sent hundreds of times per second, duh.

just report back the me shortly and I make a hotfix to test for you

 I did indeed. Just double checked. Expressions OFF. ?

Posted

Is there any reason known yet, why the update to version 4-80 can result in an corrupted save game?
I tried it over and over, following exactly the instructions but it does not work for some reason.

Posted
39 minutes ago, Krinix said:

Is there any reason known yet, why the update to version 4-80 can result in an corrupted save game?
I tried it over and over, following exactly the instructions but it does not work for some reason.

 

try to NOT disable the mod before saving. I think that change of routine is the problem and I also think the step might be superfluous in the end.

 

so save your game with version 4.7X, quit, nstall 4.80, load save and then disable/enable mod, save and relaod

Posted (edited)
2 hours ago, Nessa said:

 I did indeed. Just double checked. Expressions OFF. ?

 

ok :D
that might be the reason then for the log spam, since with expressions off the loop repeats with lightspeed :(

a detail that I missed. 
i will test some more and release another hotfix.

the other issue might just come from the log spam making papyrus hickup

Edited by Nymra
Posted

Having an issue where I turned off player essential tag, and every time my health reach zero either via combat or environmental, my character doesn't "die" but becomes stuck in bleedout state.

Posted
13 minutes ago, cypherous said:

Having an issue where I turned off player essential tag, and every time my health reach zero either via combat or environmental, my character doesn't "die" but becomes stuck in bleedout state.

 

can you check if your character is really not essential in console?
I think its something like "player.isessential" but not 100% sure.

Posted
30 minutes ago, Nymra said:

 

try to NOT disable the mod before saving. I think that change of routine is the problem and I also think the step might be superfluous in the end.

 

so save your game with version 4.7X, quit, nstall 4.80, load save and then disable/enable mod, save and relaod

It worked, thank you!
 

Posted

Hi - I use FNIS PCEA2 7.2 for idle and jump animations.  When ND releases me from the defeated state, my idle and jump animations (and any others in PCEA2) don't work.  I tried to disable/enable them in the PCEA2 MCM but that doesn't restore the animations.

 

I note that the same thing happens with the FNIS Sexy Move animations but selecting a different PC animation in MCM restores the walking animations.

 

Again, I'm sure this is some installation mistake on my part but I can't seem to figure it out.

 

Thanks.

Posted
37 minutes ago, Dez65 said:

Hi - I use FNIS PCEA2 7.2 for idle and jump animations.  When ND releases me from the defeated state, my idle and jump animations (and any others in PCEA2) don't work.  I tried to disable/enable them in the PCEA2 MCM but that doesn't restore the animations.

 

I note that the same thing happens with the FNIS Sexy Move animations but selecting a different PC animation in MCM restores the walking animations.

 

Again, I'm sure this is some installation mistake on my part but I can't seem to figure it out.

 

Thanks.

 

 

hmm, no idea. I do not use these mods. 
anybody else having that problem? 

I m using these FNIS functions:

        FNIS_aa.SetAnimGroup(akactor, "_mt", 0, 0, mn,true)
        FNIS_aa.SetAnimGroup(akactor, "_mtx", 0, 0, mn,true)
        FNIS_aa.SetAnimGroup(akactor, "_mtidle", 0, 0, mn,true)
        FNIS_aa.SetAnimGroup(akactor, "_mtturn", 0, 0, mn,true)
        
        FNIS_aa.SetAnimGroup(akactor, "_1hmatk",    0, 0, mn,true)
        FNIS_aa.SetAnimGroup(akactor, "_1hmmt",    0, 0, mn,true)

        FNIS_aa.SetAnimGroup(akactor, "_h2hatkpow",    0, 0, mn,true)

 

to remove Crawl Animations again.

Maybe PCEA2 has problems updating itself to reinstate the chosen idels.

 

Posted
2 hours ago, Dez65 said:

Hi - I use FNIS PCEA2 7.2 for idle and jump animations.  When ND releases me from the defeated state, my idle and jump animations (and any others in PCEA2) don't work.  I tried to disable/enable them in the PCEA2 MCM but that doesn't restore the animations.

 

I note that the same thing happens with the FNIS Sexy Move animations but selecting a different PC animation in MCM restores the walking animations.

 

Again, I'm sure this is some installation mistake on my part but I can't seem to figure it out.

 

Thanks.

 

i ll release one last patch this week (then I m away for some days) and add a toggle to disable crawl animations. 
this is not the go to solution but for now just for ppl who have problems a temporary solution

Posted

So far really liking the mod's premise. Though two questions.

1. The line forming in the screenshots. Is that just a flavor image or an actual feature that just hasn't happened for me?

2. Will there be a way added to choose what devices will be picked?

Posted
29 minutes ago, Maitso said:

So far really liking the mod's premise. Though two questions.

1. The line forming in the screenshots. Is that just a flavor image or an actual feature that just hasn't happened for me?

 

funnybizness slal pack 5P pillory animation.

you can also look for my "Funnbiz Rape Redux" pack. 

29 minutes ago, Maitso said:

2. Will there be a way added to choose what devices will be picked?

not planned at this point, but as soon as I rewrote the furniture script (with other changes in mind) I might add a toggle that enables certain groups of furnitures (Mix, Pole, X-Cross, Pillory, Rope...) But not individual furnitures since that would overload the MCM 

Posted
7 hours ago, Nymra said:

i ll release one last patch this week (then I m away for some days) and add a toggle to disable crawl animations. 
this is not the go to solution but for now just for ppl who have problems a temporary solution

You are, in a word, amazing.  

 

I'm also going to check out the more updated DAR PCEA to see if that works better, cuz your mod is in my load order for good.

Posted
8 hours ago, Nymra said:

 

funnybizness slal pack 5P pillory animation.

you can also look for my "Funnbiz Rape Redux" pack. 

not planned at this point, but as soon as I rewrote the furniture script (with other changes in mind) I might add a toggle that enables certain groups of furnitures (Mix, Pole, X-Cross, Pillory, Rope...) But not individual furnitures since that would overload the MCM 

Thank you :)

Posted

Some odd behavior: if I lose a brawl, it initiates the defeat sequence from this mod.  Is that expected?  Getting tied up and robbed/raped seems a bit overboard for losing a friendly fight, haha.

Posted
3 hours ago, Lenore said:

Does this mod need the main file then both hotfixes? I'm a bit confused and want to download the right parts.

 

main file and both hotfixes as described

Posted
26 minutes ago, stonedhippsos said:

Some odd behavior: if I lose a brawl, it initiates the defeat sequence from this mod.  Is that expected?  Getting tied up and robbed/raped seems a bit overboard for losing a friendly fight, haha.

 

I am always surprised that anybody still uses brawl. I thought that mechanic was basically forgotten and I never cared about it ever. 
I see if I can check for brawling. maybe that opens interesting new scenarios too. But could be some time before I get to it. 

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