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Naked Defeat AE/SE


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Posted
46 minutes ago, DonQuiWho said:

 

You take care.  It's nasty

thank you. I will :)
I am vaccinated 3 times and currently it only feels like a cold. I hope it stays like that.... :P

Posted

Sorry Nymra for coming back with my issus. But when the PC is put to a ZaZ item (like pillory or pole) it go to VR view during the punishement session and go back to 3rd person view after. Maybe I miss something during the setting of your mod or sexlab framework, or Zaz framework. When I use a zaz item in zbfTestZone a use a device like a pole I have a very  very small time in VR mod before naturaly see the scenary at the 3rd person. I don't know if it's another mod that do it (I will test zaz alone next time), but I think when the whipping scenary begin the PC is alway at the VR view and stay bloqued inside, until the scenary end.

Posted
1 hour ago, axel9fr said:

Sorry Nymra for coming back with my issus. But when the PC is put to a ZaZ item (like pillory or pole) it go to VR view during the punishement session and go back to 3rd person view after. Maybe I miss something during the setting of your mod or sexlab framework, or Zaz framework. When I use a zaz item in zbfTestZone a use a device like a pole I have a very  very small time in VR mod before naturaly see the scenary at the 3rd person. I don't know if it's another mod that do it (I will test zaz alone next time), but I think when the whipping scenary begin the PC is alway at the VR view and stay bloqued inside, until the scenary end.

 

I dont know what you mean with VR... Skyrim VR?
Try this mod as described in the Frontpage:

 

 

 

Posted

next version is around the corner.
I added 13 hostile SS++ locations (bandits, necros, forsworn) that I need to test before release. Might be ready tonight. 

more hostile locations will be added bit by bit. 

 

Posted

Ho ! I see it's better with some devices, but I think your patch not cover all devices. It s why I don't have see any difference during my test :

 

Spoiler

image.thumb.png.c502c6796509e2ea77375cc65be8e7f1.png

 

The object is : POLE BONDAGE HUF

Maybe there are others.

Posted
2 hours ago, axel9fr said:

Sorry Nymra for coming back with my issus. But when the PC is put to a ZaZ item (like pillory or pole) it go to VR view during the punishement session and go back to 3rd person view after. Maybe I miss something during the setting of your mod or sexlab framework, or Zaz framework. When I use a zaz item in zbfTestZone a use a device like a pole I have a very  very small time in VR mod before naturaly see the scenary at the 3rd person. I don't know if it's another mod that do it (I will test zaz alone next time), but I think when the whipping scenary begin the PC is alway at the VR view and stay bloqued inside, until the scenary end.

 

Do you have the scene protection option during wipping enabled in MCM? It does that to me, but it's never a problem because I just toggle to freecam mode (Num3 button) and wait until it's done.

Posted (edited)
39 minutes ago, Skwii007 said:

 

Do you have the scene protection option during wipping enabled in MCM? It does that to me, but it's never a problem because I just toggle to freecam mode (Num3 button) and wait until it's done.

 

I have do my test in the zbfTestZone. Naked Defeat is not in fault. ZAP - No Collision Furnitures have fix some devices but not all as cuffs on wall and the pole I have linked with my screenshot.

 

The freecam on a button is a option of sexlab framework? I have find it :)

Edited by axel9fr
Posted
25 minutes ago, axel9fr said:

Maybe it could be interesting to force the freecam during rape and punishement scenary as a MCM option.

 

I dont like forced camera changes and I hate all mods that do it, including sexlab. Free Camera hotkey should be mandatory for all LL users anyway :) 

Posted
1 hour ago, axel9fr said:

Ho ! I see it's better with some devices, but I think your patch not cover all devices. It s why I don't have see any difference during my test :

 

  Reveal hidden contents

 

The object is : POLE BONDAGE HUF

Maybe there are others.

 

might be I missed some. its been a while since I did the last update. 

Posted (edited)

I'm a bit new to papyrus scripting, but I found somewhere that an int is a 32bit signed, so aren't these hot-looping? Then int exp could never get to that value, right?
 

Scripts/Source/crdeplayermonitorscript.psc:2621:
while exp < 2147483648 
Scripts/Source/crdeplayermonitorscript.psc:3189:
while exp < 2147483648 
Scripts/Source/crdemodsmonitorscript.psc:1904:
while exp < 2147483648 

in Deviously Enslaved Continued SE v13.25.0, post where I first mentioned this: here
I'd suggest something along the lines of:
 

; integer wraps with 0x4000000 * 2
while exp > 0

 

Edited by picobyte
Posted
2 hours ago, dmeac4456 said:

Ok probably a dumb question, how do you set hairstyles in the library so that when an event goes to change my hair it works. 

 

not all hair mods work sadly because mod authors named the hair incorrectly in the ESP.

basically you should just enter the name of the hair that you can see in the lower right corner in racemenu into the hair slot.

you can also just write the name that is displayed in "current hair" displayed in the MCM.

if that does not work the hair mod is using wrong naming conventions and needs to be patched. 

Posted
7 minutes ago, picobyte said:

I'm a bit new to papyrus scripting, but I found somewhere that an int is a 32bit signed, so aren't these hot-looping? Then int exp could never get to that value, right?
 

Scripts/Source/crdeplayermonitorscript.psc:2621:
while exp < 2147483648 
Scripts/Source/crdeplayermonitorscript.psc:3189:
while exp < 2147483648 
Scripts/Source/crdemodsmonitorscript.psc:1904:
while exp < 2147483648 

in Deviously Enslaved Continued SE v13.25.0, post where I first mentioned this: here

 

I m sorry but I cannot really follow. also I am bascially using scripts but I dont have theoretical understanding. 

Posted (edited)

Google for `signed 32 bit max value' and you get 2,147,483,647. which is 2^31 - 1, see https://en.wikipedia.org/wiki/Power_of_two for a list of the powers of two in the table somewhere.

 

signed means the values can be positive or negative. 32 bits means the number is represented in 32 zeroes or ones. a bit has 2 values, therefore with 32 bits you can have 2^32 different values, but when signed, the highest bit is set to represent the negative values.

 

By multiplying with 2 we get from 1 (== 2^0) to 2^30 in the positive range, but what happens if you do 2 * 2^30? you get a number which has the highest bit set, and is therefore the representation of a negative value.

 

This calculator below doesn't show the overflow as numeric value, but if you enter a negative value, you can see what that looks like as a binary value.

https://www.binaryconvert.com/convert_signed_int.html

hope it's a little clear.

I could still be wrong, if papyrus script uses a 64 bit signed integer by default, but the comment mentioned in the referenced post suggests this is probably not the case.

Edited by picobyte
Posted (edited)

Actually, the cases I mentioned were not for Naked Defeat, this one was. This was the one for here, a bit less severe, also.
 

mods/Naked Defeat 4-80 - FULL - (SE)/scripts/Source/nade_configquest_scr.psc:2185:      
elseif (SlotMask == 2147483648) && BlockSlot[31]        ;61 - Unnamed


and lol, this comment:
 

;OLD WRONG ... HEX DEC FUCK YOU All

 

The numbers there only work if you write the hex values like this:
 

if (SlotMask == 0x10) && !BlockSlot[4]

; instead of 

if (SlotMask == 10) && !BlockSlot[4]


and that's my suggested fix:
 

elseif (SlotMask == 0x80000000) && BlockSlot[31]


if you write it as a hex value, it should work. N.B. besides the hex / dec difference is also the not (!).

Edited by picobyte
Posted

greetings

just a quick question, you've mentioned the next update containing hostile locations, But I was curious and hoped that there was no harm in asking... will there be an MCM option enabling / disabling which locations are eligible to be sent too.

e.g. disabling non hostiles locations, means the outcome will only ever send you to the hostile ones?

as always keep up the amazing work Nymra, mod is coming along beautifully.

Posted
2 hours ago, Rosvinar said:

greetings

just a quick question, you've mentioned the next update containing hostile locations, But I was curious and hoped that there was no harm in asking... will there be an MCM option enabling / disabling which locations are eligible to be sent too.

e.g. disabling non hostiles locations, means the outcome will only ever send you to the hostile ones?

as always keep up the amazing work Nymra, mod is coming along beautifully.

 

if I add a toggle it will not be very elaborate at least. Creature Locations (for abduction scenario later) will only happen when creatures are allowed. 
If I add a toggle maybe one that allows to disable either hostile or civil locations, but I dont plan a toggle for each type of location (say enable/disable bandit locations) since I think that would be alot of work for a very small audience. 

Posted
2 hours ago, Nymra said:

 

if I add a toggle it will not be very elaborate at least. Creature Locations (for abduction scenario later) will only happen when creatures are allowed. 
If I add a toggle maybe one that allows to disable either hostile or civil locations, but I dont plan a toggle for each type of location (say enable/disable bandit locations) since I think that would be alot of work for a very small audience. 


Ah that's understandable, like I say this was more a curiosity post. looking forward to the update.

Posted
9 hours ago, Nymra said:

 

not all hair mods work sadly because mod authors named the hair incorrectly in the ESP.

basically you should just enter the name of the hair that you can see in the lower right corner in racemenu into the hair slot.

you can also just write the name that is displayed in "current hair" displayed in the MCM.

if that does not work the hair mod is using wrong naming conventions and needs to be patched. 

I hadn't actually tried to just put the names in, now I just have to figure out which ones to put in. Pretty sure my hair mods should work, so I will give this a try, Thanks 

Posted (edited)

@Nymra

 

Hi there

 

I've just readjusted one of my games to try out 4.8.0 + hotfixes etc

 

But I'm not sure I understand the 'hair' issues either, as others above also seem to be unsure ....

 

I think I understand the issues you mentioned about the hair names that can be validly put into the MCM, but my question feels a bit more fundamental than just about that.

 

In short ...

 

- if you select the 'shave head' MCM option, does that just give a 'bald' head, or does it randomly select a hairstyle from the MCM Right hand side list of hairs? and then

- If, whichever of those is correct, I then want to then revert later to the original, or even another other hairstyle, can I then select that from the Left hand list of hairs - assuming I have put the original hairstyle into that list - maybe even in every slot, as you say that that is OK?

 

My confusion arises from the main mod page description which states/implies something different,  - The MCM option

- only allows / states that the head can  be 'sheved', and that

- once shaven, you have to restore the original hair used, if you want to, using Racemenu

 

If the mod page description were right, I don't see what use the R/H list of hairs is nor, to be honest, the L/H list either.  Nor do I understand what previous thread questions mean  LOL

 

Any help to clarify this would be welcome, thanks

 

DQW

 

EDIT:  Forgetting my manners! As @Rosvinar said, I hope you're feeling OK ...

 

 

Edited by DonQuiWho
Posted
3 hours ago, Rosvinar said:

Things seem quiet, I know Nymra said they weren't feeling to good so hope everythings ok.

 

I m negative as of this evening and the thing was very mild. 
What HIT ME HARDER was the fucking trigonometry of skyrim and fiddling with fucking X-markers for follower and scene positioning, the fact that NO SPOT IN THE WORLD OF SKYRIM IS FLAT even when its just plain fortress stone floor... :P
Meaning it took me a good while longer to setup the 13 new locations than originally expected... on the upside: positiioning in general is a bit better now and there might be room now for up to 4 parallel follower scenes (in a future update tho)... 

Posted
3 hours ago, DonQuiWho said:

@Nymra

 

Hi there

 

I've just readjusted one of my games to try out 4.8.0 + hotfixes etc

 

But I'm not sure I understand the 'hair' issues either, as others above also seem to be unsure ....

 

I think I understand the issues you mentioned about the hair names that can be validly put into the MCM, but my question feels a bit more fundamental than just about that.

 

In short ...

 

- if you select the 'shave head' MCM option, does that just give a 'bald' head, or does it randomly select a hairstyle from the MCM Right hand side list of hairs? and then

- If, whichever of those is correct, I then want to then revert later to the original, or even another other hairstyle, can I then select that from the Left hand list of hairs - assuming I have put the original hairstyle into that list - maybe even in every slot, as you say that that is OK?

 

My confusion arises from the main mod page description which states/implies something different,  - The MCM option

- only allows / states that the head can  be 'sheved', and that

- once shaven, you have to restore the original hair used, if you want to, using Racemenu

 

If the mod page description were right, I don't see what use the R/H list of hairs is nor, to be honest, the L/H list either.  Nor do I understand what previous thread questions mean  LOL

 

Any help to clarify this would be welcome, thanks

 

DQW

 

EDIT:  Forgetting my manners! As @Rosvinar said, I hope you're feeling OK ...

 

 

well, the hair thing is a bit... messy in its implementation to be honest because it took me a good time to get it to work because... ah fuck it, scripts and programs do NOT have logic, they are stupid messed up garbage logic that one has to understand like some 2000 year old unoptimized language... (rant over :D)

I need to rework the hair part one day to make it clearer on how it works.

 

basically atm its like this:

 

- if they shave your hair (naming is a bit off admitedly... its an artifact) you get one of the random "FORCED" hairstyles applied (if all of them are bald, you are guaranteed to be bald).

- if you press "Action Key" outside of combat and without targeting an NPC the player will "fix his/her hairstyle" by randomly applying one of the "CUSTOM" (right side?) hairstyles.

 

this is in place to allow you to set hairstyles that rapers would give your character in opposition to the ones that she likes to wear.

Bonus: you can change your current hairstyle randomly between the 10 custom hair styles even when you were not raped before without the need to enter racemenu.

(I even want to add "circlet" support, meaning you can have 1-2 slots of hair that will always be used when u are wearing a circlet with armor value (circlet helmet) to not have clipping (future plans).

 

 

As for the bald thing: I have now finally a method of implementing real hair shaving but I just never got to it to be honest. 

But that will be an option seperate from hair change and block hair change as long as the regrowth period takes, which is planned to be rougly 20 ingame minutes for each stage (full regrowth after 1 real hour). 

BUt that is low priorityx.

 

ok now I feel like I gave more info than asked for, hope you can make sense of it ^^

 

and regarding covid I feel really fine atm. Will see if it impacted my stamina max tuesday when I go for sparring training.... :D 

 

 

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