Jump to content

Naked Defeat AE/SE


Recommended Posts

Posted (edited)

Are there known conflicts with DCL aside from the obvious combat surrender function? Or is combat surrender the only conflict?

 

I was sitting in the Alternate Start cell while setting up mods for a new game and a ghost teleported into the cell to rape my character shortly after enabling ND (right after the save > reload). After finishing the deed, the ghost vanished and reappeared with a buddy on the opposite site of the gate - 

 

image.thumb.jpeg.2fa97f842e0a8ccbe986b7b357d87e4e.jpeg

 

Since the rape was delivered with a DCL message box, I tried disabling DCL's rape feature right before enabling ND and that seems to have fixed it - no more ghosts spawning into the Alternate Start cell to rape my character after enabling ND. Probably not a big deal since I can just re-enable DCL's rape feature after leaving the cell.

 

Anyway, I'm curious if this is some kind of weird interaction between ND and DCL rape? I noticed there's a 'spawn service' feature in the ND MCM which can spawn ghosts but it's not enabled by default, though I wonder if it's related in some way. I've been running SexLab-heavy load orders (DCL included) for a long time and this is the first time I've ever seen anything like this.

 

Thanks.

 

edit: this is on AE.

 

Edited by noctred
Posted (edited)
14 minutes ago, noctred said:

Are there known conflicts with DCL aside from the obvious combat surrender function? Or is combat surrender the only conflict?

 

I was sitting in the Alternate Start cell while setting up mods for a new game and a ghost teleported into the cell to rape my character shortly after enabling ND (right after the save > reload). After finishing the deed, the ghost vanished and reappeared with a buddy on the opposite site of the gate - 

 

image.thumb.jpeg.2fa97f842e0a8ccbe986b7b357d87e4e.jpeg

 

Since the rape was delivered with a DCL message box, I tried disabling DCL's rape feature right before enabling ND and that seems to have fixed it - no more ghosts spawning into the Alternate Start cell to rape my character after enabling ND. Probably not a big deal since I can just re-enable DCL's rape feature after leaving the cell.

 

Anyway, I'm curious if this is some kind of weird interaction between ND and DCL rape? I noticed there's a 'spawn service' feature in the ND MCM which can spawn ghosts but it's not enabled by default, though I wonder if it's related in some way. I've been running SexLab-heavy load orders (DCL included) for a long time and this is the first time I've ever seen anything like this.

 

Thanks.

 

edit: this is on AE.

 

 

naked defeat only interacts with NPC or spawns them when you are downed. So in this case its not related to ND at all.
I think the ghosts are just vanilla npcs that are in the cell anyway. I had "interactions" with those in the past too. 

 

you HAVE to disable the DCL rape feature tho to make DCL "work" with Naked Defeat. 
I have reports that DCL "forgets" to send DHLP resume events sometimes (never tested myself, just mentioning it) and this can block other mods that listen for that event.
in case naked defeat behaves unexpected you can check MCM/Naked Defeat/System if "DHLP (external)" is "true" (if so, disable and enable naked defeat).

 

 

Edited by Nymra
Posted
28 minutes ago, Nymra said:

you HAVE to disable the DCL rape feature tho to make DCL "work" with Naked Defeat. 

 

The entire rape feature or just the combat surrender? DCL's rape can trigger based on a variety of conditions - combat defeat is just one of them and can be disabled separately.

Posted

Anecdotal evidence only here, but I have found that my script lag (using AE) to be significantly better when I run the game in windowed-borderless configuration.  timers seem roughly equal to their MCM values now, as opposed to a little over a minute for a 5 second MCM set value before.

 

Also, a question about whipping event and creatures: I tried to turn off all creature settings in the MCM, but had two giants (from Cradlecrush maybe?) show up to join the Valtheim towers bandit in the whipping event.  is there any way to prevent creature races from coming to the whipping event? or is it more a matter of adjusting the outdoor scan radius to a much smaller number?

Posted
5 hours ago, noctred said:

 

The entire rape feature or just the combat surrender? DCL's rape can trigger based on a variety of conditions - combat defeat is just one of them and can be disabled separately.

 

you really need to think when configuring your MCMs.... if you use Naked Defeats Public Punishment, maybe it is wise not to have other mods that also trigger in such situations, since most other mods will most likely not respect Naked Defeat when it runs, messing everything up (-> reload) 
Plus, even when mods respect each other it cannot be ruled out that there will be double starts under the given conditions (-> reload) 
 

"My" golden rule is, after banging my head against that wall for 5 years: do NOT use two mods that do the same thing at any time, ever. 
Or: configure your mods in a way that makes sure that they can NEVER trigger at the same time. 
Otherwise you will be busy reloading and we all know that sux :)

 

Posted
3 hours ago, Phosphoribosyl said:

Anecdotal evidence only here, but I have found that my script lag (using AE) to be significantly better when I run the game in windowed-borderless configuration.  timers seem roughly equal to their MCM values now, as opposed to a little over a minute for a 5 second MCM set value before.

 

interesting. I remember having the same thing, but I play borderless window since 4 years now and almost forgot about it. 

I ll add that to a new "tipps" section. 

 

3 hours ago, Phosphoribosyl said:

Also, a question about whipping event and creatures: I tried to turn off all creature settings in the MCM, but had two giants (from Cradlecrush maybe?) show up to join the Valtheim towers bandit in the whipping event.  is there any way to prevent creature races from coming to the whipping event? or is it more a matter of adjusting the outdoor scan radius to a much smaller number?

 

no. that is just because currently the whipper is picked based on actors that are calmed, not actors that are valid. 
I almost forgot about that problem. Will be "fixed" in the next update.
Downside is: it can lead to no whipping scene because of invalid actors, but that might only confuse ppl with 100% whip chance, soooo... :D

Posted

Ran into a minor issue but not ND's fault. You have the "nord bikini's" set to heavy armor. I'm using a new mod called Apprentice that requires you to get training before you can even wear heavy armor so they are immediately unequipped. The moving parts stay though so quite funny! ?

 

Whipped up a quick ESL that just slaps them all as clothing in case anybody else out there has the odd "can't wear armor" thing like me. ? (Seemingly works! Any reason they need to be heavy armor?)

 

ND_NoHeavyArmorFix.7z

 

Been doing some testing with Sunhelm (instead of Frostfall) and it nicely transitions into ND if you get too cold. OUCH. ?

 

Have the shock effects been changed? If so I'm not complaining, it's nice to just have the sounds. (This could also be one of the many effects mods I've got running now as well. Stuff like...  getting burned to a crisp if you die from a fireball. Fun stuff!)

Posted

 

1 hour ago, Nymra said:

"My" golden rule is, after banging my head against that wall for 5 years: do NOT use two mods that do the same thing at any time, ever. 
Or: configure your mods in a way that makes sure that they can NEVER trigger at the same time. 
Otherwise you will be busy reloading and we all know that sux :)

 

I agree generally.

 

Just two points - 

 

1. Not using two mods which do the same thing is getting harder and harder with the insane amount of feature bloat LL authors are injecting into their mods these days.

 

2. Some mods which do the "same thing" may have some overlap while also diverging in situational coverage within the same feature. It's often unrealistic to ensure that these mods NEVER trigger at the same time but, assuming the mod authors did their due diligence in implementing safeguards, it's generally fine to run these together and enjoy the variety without much overlap. I often run multiple mods which trigger rape in different situations and while they do have some overlap, I've never had that overlap be terminal. Though of course this depends on the mods in question.

 

Anyways, I think you answered my question. Thanks and I appreciate the mod - it's a nice change from other defeat mods.

Posted
1 hour ago, Nessa said:

? (Seemingly works! Any reason they need to be heavy armor?)

 

any tag I give them can be incompatible with some other mod, so i wont even bother trying to fix anything.
I basically just kept the tags/keywords from the original TAWOBA items. 

 

1 hour ago, Nessa said:

Have the shock effects been changed? If so I'm not complaining, it's nice to just have the sounds. (This could also be one of the many effects mods I've got running now as well. Stuff like...  getting burned to a crisp if you die from a fireball. Fun stuff!)

 

no. but changing the shaders can make them dissappear. I m using a vanilla shader (ShockFX or sth) and that can be changed by effect mods indeed.
I m using "Voltage" mod which makes the effect really awesome. 

Posted
2 hours ago, noctred said:

 

 

I agree generally.

 

Just two points - 

 

1. Not using two mods which do the same thing is getting harder and harder with the insane amount of feature bloat LL authors are injecting into their mods these days.

 

I agree, but I have a better gaming experience now that I made some hard choices. And I never looked back. Also, its sometimes just overkill two have more than one very feature rich mod on a playthrough. 

 

2 hours ago, noctred said:

2. Some mods which do the "same thing" may have some overlap while also diverging in situational coverage within the same feature. It's often unrealistic to ensure that these mods NEVER trigger at the same time but, assuming the mod authors did their due diligence in implementing safeguards, it's generally fine to run these together and enjoy the variety without much overlap. I often run multiple mods which trigger rape in different situations and while they do have some overlap, I've never had that overlap be terminal. Though of course this depends on the mods in question.

 

my experience is that there are never enough saveguards. naked defeat is also not perfect, also because some mods just make it impossible to work with them for compatibility. 

in short, the experience you describe I never had. At some point the mods started to become annoying with their overlaps and that lead to the golden rule. Its a rule of mine tho, nothing universal. But I think a third or even half of all support problems in this thread of mine are compatibility issues that are caused by ignoring that rule. 

 

2 hours ago, noctred said:

Anyways, I think you answered my question. Thanks and I appreciate the mod - it's a nice change from other defeat mods.

 

thanks alot, always nice to hear :)

Posted

What's the intended behavior of Humaniod Creatures that have no registered SexLab animations? I got knocked down (bleedout) by a Female(?) Draugr Wight multiple times and it kept popping up the "Noboby there to take advantage of your situation" message. I even tried surrendering to it, but the results are the same. I assume that it would at least put in bondage furniture since other Draugrs do that if you get defeated.

 

I can grab a papyrus log if you think this unintended behavior.

Posted
2 hours ago, Lucci213 said:

What's the intended behavior of Humaniod Creatures that have no registered SexLab animations?

 

this is the intended behaviour: "Noboby there to take advantage of your situation" .

 

2 hours ago, Lucci213 said:

 

 

I got knocked down (bleedout) by a Female(?) Draugr Wight multiple times and it kept popping up the I even tried surrendering to it, but the results are the same. I assume that it would at least put in bondage furniture since other Draugrs do that if you get defeated.

 

I can grab a papyrus log if you think this unintended behavior.

 

I m not sure if I can follow? Female Draugr use the same Animations as male ones afaik. 
Other than that I dont know what you want from me? :)

If I guess, since it reads like a request: there is currently no plan to manage this further, since it would overload the MCM.

If the attackers are not valid, Naked Defeat will take no action, period. Speeding up the process is a subgoal that I want to achieve tho. 

 



 

Posted
42 minutes ago, Nymra said:

Other than that I dont know what you want from me? :)

Confirmation that this is intended behavior and not a bug. Thanks.

 

48 minutes ago, Nymra said:

If the attackers are not valid, Naked Defeat will take no action, period. Speeding up the process is a subgoal that I want to achieve tho. 

Understandable. Tho I was hoping Naked Defeat had a "blackout" option (fade-to-black then time-skip) for non-valid attackers and "Nobody there..." situations.

This has been my go-to Defeat mod and it works perfectly, which makes those times when it doesn't a bummer.

Posted (edited)
7 minutes ago, Lucci213 said:

Confirmation that this is intended behavior and not a bug. Thanks.

 

Understandable. Tho I was hoping Naked Defeat had a "blackout" option (fade-to-black then time-skip) for non-valid attackers and "Nobody there..." situations.

This has been my go-to Defeat mod and it works perfectly, which makes those times when it doesn't a bummer.

 

I m working behind the scenes to implement a fade to black. but since that is required to work on ENBs too (in other words I need a fade method that works reliably for all users). 

 

and to be fair, its very often other mods or special combinations of mods that keep Naked Defeat from doing its job. 
for example female draugrs work 100% fine for me even when they are the only attackers. (in this case I ll need a papyrus log to see what might prevent them from beeing validated).
Problem could range from Sexlab, to Creature Framework to simply from which mod the female draugrs are

Edited by Nymra
Posted

Heya Nymra - coming back to Skyrim and NADE after a bit of time off and reinstalling. Quick question for you: the MCM option "forced hair" is a list of hairstyles that may be imposed on your character if forced haircut is enabled - and ideally you have all slots filled. And then, if you press K (outside of combat, no weapons equipped, not stealthy), you hairstyle will go to a (randomly selected) hairstyle from the hairstyle list, correct?

Posted
31 minutes ago, Anunya said:

Heya Nymra - coming back to Skyrim and NADE after a bit of time off and reinstalling. Quick question for you: the MCM option "forced hair" is a list of hairstyles that may be imposed on your character if forced haircut is enabled - and ideally you have all slots filled. And then, if you press K (outside of combat, no weapons equipped, not stealthy), you hairstyle will go to a (randomly selected) hairstyle from the hairstyle list, correct?

 

yes. 
while the outside of combat will only change to a random of the "Custom Hairstyles", never one of the "Forced ones" (but if you have the same style in both it wont matter for example)

Posted
3 minutes ago, Nymra said:

 

yes. 
while the outside of combat will only change to a random of the "Custom Hairstyles", never one of the "Forced ones" (but if you have the same style in both it wont matter for example)

 

Awesome!

 

I just tested it out and it works great. Looking forward to getting my character in more NADE trouble in the not too distant future :) 

 

From my personal perspective I'd like it better if the hairstyle button cycled sequentially through the options. That way you could choose what style you wanted. But it's still awesome to be able to style your hair without going into Racemenu.

Posted

I´m having problem with bleedout moving to better spot function. Its either takes 2-8 minutes to start next stage or youre just stuck in that stage. If i put the seconds to move to zero = disable that function everything works like it should and next stage starts right away like it should. Is there some fix for that because that function worked for me in earlier versions and i absolutely love it.

Posted (edited)
13 hours ago, RslEnigma said:

For those who play as a Dunmer and find default whipmarks too bright, here is a darker version. All credits go to Nymra, I simply darkened the textures.

 

This is actually just perfect though, thanks.

Edited by Rosvinar
Posted
6 hours ago, cilenzio said:

I´m having problem with bleedout moving to better spot function. Its either takes 2-8 minutes to start next stage or youre just stuck in that stage. If i put the seconds to move to zero = disable that function everything works like it should and next stage starts right away like it should. Is there some fix for that because that function worked for me in earlier versions and i absolutely love it.

 

do you play in borderless window mode or something else?
also: papyrus.log 

Posted
1 hour ago, cilenzio said:

I play fullscreen Papyrus.0.log

 

1. I need a full log, meaning try to wait until the crawl ends and you see the defeat pose.

 

2. after his line: [07/03/2022 - 01:53:39PM] NAKED DEFEAT playeraliasquest: (#msg) Crawl now and find a good spot...

in your log there are errors and stacks ((02002B74)].DLC1SeranaLevelingScript.GetAnimationVariableInt etc,)

you could try to solve these first.

 

3. try to switch to windowed fullscreen and see if that fixes the problem of the too long timer

 

Posted (edited)
48 minutes ago, Nymra said:

1. I need a full log, meaning try to wait until the crawl ends and you see the defeat pose.

sorry heres the full log Papyrus.0.log took 8 minutes but got it to start.

 

48 minutes ago, Nymra said:

2. after his line: [07/03/2022 - 01:53:39PM] NAKED DEFEAT playeraliasquest: (#msg) Crawl now and find a good spot...

in your log there are errors and stacks ((02002B74)].DLC1SeranaLevelingScript.GetAnimationVariableInt etc,)

you could try to solve these first.

I have no idea what could be causing this. I dont even have dawnguard questline started.

 

48 minutes ago, Nymra said:

3. try to switch to windowed fullscreen and see if that fixes the problem of the too long timer

I switched to windowed but didnt help

 

Edit: I found somewhat of a fix if i open console and close it then it starts the countdown to start the scene. But i only get one round every time even though my short defeat chance is at zero Papyrus.2.log

Edited by cilenzio
Posted
20 minutes ago, cilenzio said:

Edit: I found somewhat of a fix if i open console and close it then it starts the countdown to start the scene. But i only get one round every time even though my short defeat chance is at zero Papyrus.2.log

 

I was about to report a similar behaviour. The countdown does not seem to "count down", but as soon as I pause the game (with Esc/Start), then unpause, the "5 seconds left" message appears. Then, after doing that again, the "You are fucked" message appears and the actors start putting themselves in position.

It's as if some script running in the background with the game prevents Naked Defeat from working properly.

 

Here is my configuration :

* I have Skyrim AE

* I use the SSE Display Tweaks mod to force the game in borderless window mod

* I do not use a mod that directly encroaches Naked Defeat in my game (so no SexLab Defeat or Battle Fuck active).

 

My papyrus log files show nothing out of the ordinary related to Naked Defeat.

I'll try to test and deactivate random mods, to see what could conflict with this mod's script.

PapyrusUtilDev.log

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...