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Naked Defeat AE/SE


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Posted

I'm seeing the same thing on my SE build.

 

In the process of starting a new mod-list and game and last night after getting through the X hours of MCM settings I finally got in-game. When I tested NADE that exact thing happened... after defeat my character would be told to crawl to a suitable place for the next step and the bandits (in this case) would just do various idles for a while (I did not wait 2 minutes, and definitely not 8 ) until I lost patience.

 

I had a few other things I needed to troubleshoot, so I didn't grab the papyrus logs (so not much help, I know)... but since the topic is being discussed I wanted to chime in as well. I do play full screen, if that's worth anything.

Posted
4 hours ago, cilenzio said:

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

 

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

 

I cannot help you with that, its not related to naked defeat either. 

 

4 hours ago, cilenzio said:

 

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.

 

this is not a "fix" but a workaround. opening console leaves papyrus time to work. I use it to speed up sexlab scenes starting for example (for all mods, not just naked defeat).

basically the only "fix" would be to decrease your papyrus script load, meaning reducing script heavy mods. 

I can promise you: mods are not that important to have when it means that you cannot play the game anymore.

 

Basically I am at wits end on how to further improve the timer. Especially since it works, but only does not work for some which is usually an indication for a bad Load Order or just too many mods. 
In my experience time critical and complex mods like naked defeat basically just show you how good or bad your mod setup is :(

(ofc naked defeat can still have bugs and I have some ideas still to maybe improve the timer... but still) 

 

4 hours ago, cilenzio said:

But i only get one round every time even though my short defeat chance is at zero Papyrus.2.log


that has nothing to do with it. check your "chain fucking" chance 

Posted
58 minutes ago, Anunya said:

That's interesting @Kernog - if I get a chance to get to my game today I'll test the pause/ un-pause thing to see if I can reproduce the behaviour.

 

see the post above. this is not to be considered a fix and I dont like it to be advertised as one. 

feel free to post a papyrus.log when you have the time.

 

I might add several timer versions in the next update that can be chosen by the user- maybe there are different solutions for different setups, no idea...

(plus I have one last idea for an alternate approach to the timer... but I dont know how to make it configureable (it would have less options, like three: 5-10-20 seconds instead of 1-30, but needs some testing first) 

Posted
4 hours ago, Kernog said:

 

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 9.73 kB · 2 downloads

 

thats not the papyrus.log 

Posted
39 minutes ago, Nymra said:

 

see the post above. this is not to be considered a fix and I dont like it to be advertised as one. 

feel free to post a papyrus.log when you have the time.

 

For sure. I wasn't sure whether it would be useful to you to diagnose what's happening, but I guess you already have a diagnosis: too much Papyrus action.

 

You make good points about reducing script load, then. What's the best way to identify which mods hit Papyrus the hardest? Is it as simple as looking at the Papyrus logs and seeing what generates the most activity (i.e. lines)? And are there any ways to beef up Papyrus (is it a RAM thing)?

 

Because yeah, if other mods overload the system so NADE doesn't work I'd like to move them out. But I'd also like to avoid getting rid of mods that aren't causing trouble, obviously :) 

 

39 minutes ago, Nymra said:

 

I might add several timer versions in the next update that can be chosen by the user- maybe there are different solutions for different setups, no idea...

(plus I have one last idea for an alternate approach to the timer... but I dont know how to make it configureable (it would have less options, like three: 5-10-20 seconds instead of 1-30, but needs some testing first) 

 

That's kind of you. But if the problem is because I'm overloading Papyrus, I should probably fix that....

Posted
1 hour ago, Anunya said:

 

For sure. I wasn't sure whether it would be useful to you to diagnose what's happening, but I guess you already have a diagnosis: too much Papyrus action.

 

You make good points about reducing script load, then. What's the best way to identify which mods hit Papyrus the hardest? Is it as simple as looking at the Papyrus logs and seeing what generates the most activity (i.e. lines)? And are there any ways to beef up Papyrus (is it a RAM thing)?

 

Because yeah, if other mods overload the system so NADE doesn't work I'd like to move them out. But I'd also like to avoid getting rid of mods that aren't causing trouble, obviously :) 

 

 

That's kind of you. But if the problem is because I'm overloading Papyrus, I should probably fix that....

I recently had the same problem, my vram could not handle that many scripts at once and the solution that helped me was disabling Sexlab Aroused scripts (via MCM), basically before I disabled it, once in a while SL Aroused was configuring arousal level for every npc in the area, making my game freeze for like 10-15 seconds and sometimes crash, especially in the cities where there is a lot of npcs, another solution was to use Skyrim optimiser that changes the resolution of many textures to 1024 or even 512 without that much of a loss to quality. After those patches I never get random freezes nor crashes 

Posted
1 minute ago, RslEnigma said:

I recently had the same problem, my vram could not handle that many scripts at once and the solution that helped me was disabling Sexlab Aroused scripts (via MCM), basically before I disabled it, once in a while SL Aroused was configuring arousal level for every npc in the area, making my game freeze for like 10-15 seconds and sometimes crash, especially in the cities where there is a lot of npcs, another solution was to use Skyrim optimiser that changes the resolution of many textures to 1024 or even 512 without that much of a loss to quality. After those patches I never get random freezes nor crashes 

 

That's worth checking out. Maybe I'll go through and remove some of the high res texture packs that may have snuck in over time and see if that helps.

 

... I do sometimes find that I'm playing "Skyrim Mod Troubleshooting" more than I'm playing actual "Kinky Skyrim" :D 

Posted (edited)

Heya @Nymra - so I went back and tested a bit.

 

This is a new game, Alternate Life start. Hilariously, the start point has some Orbis bandits patrolling right across it so my PC gets ganked immediately. Which saves me from wandering over to the nearby bandit camp to test things I suppose :)

 

Anyhow, I ran the same scenario twice. I hit [`] when I felt stuck to bring up the console, and the scenario played itself out. Basically, whenever I got impatient I hit ['] and things seemed to progress. I recall also feeling stuck in after the "you have 5 seconds left" and the "forced crawl to escape" as well, but it's obviously subjective (and IIRC I have a high time setting for escape so that could be the reason for the second part). The PC even got her hairstyle changed, which was pretty great.

 

Second scenario I didn't touch [`] and didn't bring the console up. My PC got put into the "crawl to find a good spot" stage. I never got the "you have 5 seconds left" timer warning and after what seemed forever (but was probably 2 or 3 minutes) I quit.

 

I've attached the logs for both of those sessions to you in case they're useful, as well as a bonus screenshot for my PC after the first (successful) NADE interaction... because why not. I tried to look at the logs myself, but I'm not confident I can make any intelligent conclusions about them.

 

 

Malathea Robbed.jpg

Papyrus.0-NADE-consoleprogress.log Papyrus.0-NADE-stuck.log

Edited by Anunya
Posted
7 hours ago, Anunya said:

Heya @Nymra - so I went back and tested a bit.

 

This is a new game, Alternate Life start. Hilariously, the start point has some Orbis bandits patrolling right across it so my PC gets ganked immediately. Which saves me from wandering over to the nearby bandit camp to test things I suppose :)

 

Anyhow, I ran the same scenario twice. I hit [`] when I felt stuck to bring up the console, and the scenario played itself out. Basically, whenever I got impatient I hit ['] and things seemed to progress. I recall also feeling stuck in after the "you have 5 seconds left" and the "forced crawl to escape" as well, but it's obviously subjective (and IIRC I have a high time setting for escape so that could be the reason for the second part). The PC even got her hairstyle changed, which was pretty great.

 

Second scenario I didn't touch [`] and didn't bring the console up. My PC got put into the "crawl to find a good spot" stage. I never got the "you have 5 seconds left" timer warning and after what seemed forever (but was probably 2 or 3 minutes) I quit.

 

I've attached the logs for both of those sessions to you in case they're useful, as well as a bonus screenshot for my PC after the first (successful) NADE interaction... because why not. I tried to look at the logs myself, but I'm not confident I can make any intelligent conclusions about them.

 

 

Malathea Robbed.jpg

Papyrus.0-NADE-consoleprogress.log 305.28 kB · 0 downloads Papyrus.0-NADE-stuck.log 155.44 kB · 0 downloads

 

again, its quite useless for me to look at stuff that is skipped. 
would really be interesting to see how long it takes for Naked Defeat to reach the surrender pose.

 

in the 3 mins... well. I cannot work here to fix all the games, you really need to learn to work with papyrus.logs yourself.

from my experience EVERY mod that shows up after 

[07/03/2022 - 05:11:14PM] NAKED DEFEAT playeraliasquest: (#msg) Crawl now and find a good spot...

 

can be at fault or at least add to the problem.

not necessariliy by existing in your load order but also by MCM settings.

 

for testing you could just remove all those mods and see if it helps. 
Also did you try if it is faster with not using crawl animations? 

 

Posted
18 hours ago, Kernog said:

 

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

 

scripts dont "conflict", they just make your papyrus engine slow so stuff does not happen as fast as it should.

(this is at least my experience after 5 years with trying to make modded games work... removing mods was ALWAYS one of the top 3 solutions) 

 

Posted (edited)

Hey Nymra - quick question: I have "horse" unchecked in creatures.. yet if I die with no one around (i.e. kill in a fly-by with dragon).. my horse is the one that assaults me. The only horse mod I have installed is convenient horses..  would you happen to know why this happens.. seems like my horse should be on my side.  

Edited by bevo67
Posted
1 hour ago, bevo67 said:

Hey Nymra - quick question: I have "horse" unchecked in creatures.. yet if I die with no one around (i.e. kill in a fly-by with dragon).. my horse is the one that assaults me. The

only horse mod I have installed is convenient horses..  would you happen to know why this happens..

 

hmm strange indeed. might be that since it is also a follower and might have a faction I check for (CurrentFollowerfaction/PlayerFollowerFaction) that the script skips the race check.

I ll see if I find something in the scripts and try to fix in the next update. 

 

1 hour ago, bevo67 said:

seems like my horse should be on my side.  

 

are you sure? If I were to be the horse... well... :P

Posted (edited)

First of all, awesome mod! I think this is by far the most stable and customizable death alternative mod out there!

 

Secondly, if I may make a suggestion/request, is it possible to allow the robbed option to also rob any followers I may have. It is always weird to me that bandits steal all my equipment but my follower still keeps all of his/her's. This was something I always thought was odd in Death Alternative Your Money or Your Life/Captured as well. I think it would be awesome if you made the robbed option steal from followers too!

 

Thank you for this great mod!

Edited by MicrowavedFoodIsGood
Posted (edited)
4 hours ago, Nymra said:

are you sure? If I were to be the horse... well..

 ☺️

Edited by bevo67
Posted
11 hours ago, Nymra said:

 

again, its quite useless for me to look at stuff that is skipped. 
would really be interesting to see how long it takes for Naked Defeat to reach the surrender pose.

 

in the 3 mins... well. I cannot work here to fix all the games, you really need to learn to work with papyrus.logs yourself.

from my experience EVERY mod that shows up after 

[07/03/2022 - 05:11:14PM] NAKED DEFEAT playeraliasquest: (#msg) Crawl now and find a good spot...

 

can be at fault or at least add to the problem.

not necessariliy by existing in your load order but also by MCM settings.

 

for testing you could just remove all those mods and see if it helps. 
Also did you try if it is faster with not using crawl animations? 

 

 

All very fair. It's a bit of an uphill struggle to understand papyrus... but if anyone has any pointers to resources the help understand, I'd appreciate it.

 

Anyhow, I went back to the same set-up to do a test where I'd just let it run however long so I could post the log for you as you suggested. And then it just kind of worked with no major delay at all... I dunno why or how, but it did... everything was exactly the same as last time I tried. Skyrim is a temperamental creature I guess.

 

I continue to appreciate the work you do Nymra. And Skyrim continues to puzzle me.

Posted

Not sure if this is a feature that has ben considered but given you recently added the feature where SS+ sells you to be a fucktoy at one of the 13 locations is their any thought about adding this outcome for defeat or as an option for attempting to escape ("The fucktoy thinks she can get away, lets lock her up somewhere more secure")

 

I just think it is a bit odd if you are defeated on the road you are fucked, locked up, and then have random travellers happily pass you by. Would be incredible to have the option to be locked up somewhere nice and secure, where escape is challenging, as punishment for defeat.

 

Posted
21 hours ago, MicrowavedFoodIsGood said:

First of all, awesome mod! I think this is by far the most stable and customizable death alternative mod out there!

 

Secondly, if I may make a suggestion/request, is it possible to allow the robbed option to also rob any followers I may have. It is always weird to me that bandits steal all my equipment but my follower still keeps all of his/her's. This was something I always thought was odd in Death Alternative Your Money or Your Life/Captured as well. I think it would be awesome if you made the robbed option steal from followers too!

 

Thank you for this great mod!

 

this is planned. In fact I want to rework and further improve the whole robbery thing, since it does not run so smooth atm.

this will then also include robbing followers

Posted
7 hours ago, Konakona9400 said:

Not sure if this is a feature that has ben considered but given you recently added the feature where SS+ sells you to be a fucktoy at one of the 13 locations is their any thought about adding this outcome for defeat or as an option for attempting to escape ("The fucktoy thinks she can get away, lets lock her up somewhere more secure")

 

its almost 50 locations now.

7 hours ago, Konakona9400 said:

I just think it is a bit odd if you are defeated on the road you are fucked, locked up, and then have random travellers happily pass you by. Would be incredible to have the option to be locked up somewhere nice and secure, where escape is challenging, as punishment for defeat.

 

I in fact like that this can happen. that your captors leave you hanging by the road for anybody to take advantage of you.

 

In general: currently you have to use SS++ as bridge. if you want this to happen more often, just increase SS++ chance or set "ACtion Key leads to slavery" and you can start SS++ when you are in furniture via hotkey (your character gives up).

 

I am planning on an "Abduction" Scenario based on how SL Kidnapped works. This will then maybe also include a direct bridge from Naked Defeat "random" scneario where you are defeated to one of the fixed locations. but that is low priority since SS++ currently covers that.

 

You could suggest in SS++ thread to add a "weight" slider to the scenarios to be able to have different SS++ scenarios happen not equally likely. 

Posted
7 hours ago, Nymra said:

I am planning on an "Abduction" Scenario based on how SL Kidnapped works. This will then maybe also include a direct bridge from Naked Defeat "random" scneario where you are defeated to one of the fixed locations. but that is low priority since SS++ currently covers that.

Oh my god that's so exciting, you are bringing my two top "what if it was completed" mods back to life! (Dragonborn in Distress and SL Kidnapped)

If I can also give a suggestion, what do you think of having a way to add more human assaulters during the defeat scenario? I often get in the situation where after a long battle, one bandit becomes the sole survivor and is tasked with tying up you and your followers and essentially becoming a one-man show. Usually, I would use the console to spawn in more bandits to simulate them calling for more of their friends for help, but I was thinking having a more immersive way to spawn them. Maybe after a round or two they can call up some of their friends for some fun, and one bandit turns into 6-8 or more! Kind of giving the player an incentive to escape before the situation gets worse, or maybe stick around for longer...

Posted
14 minutes ago, crumppppp said:

Oh my god that's so exciting, you are bringing my two top "what if it was completed" mods back to life! (Dragonborn in Distress and SL Kidnapped)

If I can also give a suggestion, what do you think of having a way to add more human assaulters during the defeat scenario? I often get in the situation where after a long battle, one bandit becomes the sole survivor and is tasked with tying up you and your followers and essentially becoming a one-man show. Usually, I would use the console to spawn in more bandits to simulate them calling for more of their friends for help, but I was thinking having a more immersive way to spawn them. Maybe after a round or two they can call up some of their friends for some fun, and one bandit turns into 6-8 or more! Kind of giving the player an incentive to escape before the situation gets worse, or maybe stick around for longer...

Like... a phone call?

Posted
31 minutes ago, crumppppp said:

Oh my god that's so exciting, you are bringing my two top "what if it was completed" mods back to life! (Dragonborn in Distress and SL Kidnapped)

If I can also give a suggestion, what do you think of having a way to add more human assaulters during the defeat scenario? I often get in the situation where after a long battle, one bandit becomes the sole survivor and is tasked with tying up you and your followers and essentially becoming a one-man show. Usually, I would use the console to spawn in more bandits to simulate them calling for more of their friends for help, but I was thinking having a more immersive way to spawn them. Maybe after a round or two they can call up some of their friends for some fun, and one bandit turns into 6-8 or more! Kind of giving the player an incentive to escape before the situation gets worse, or maybe stick around for longer...

 

currently you can "kinda" get this with NymSpawning. But that is only creatures atm.

But in fact I m working on the exact feature you describe. Im just slow in progress atm. since I again work on some fundamental stuff which also means I need to learn new shit, sigh

Posted
57 minutes ago, kaydens1234 said:

Like... a phone call?

Er, smoke signals for bandits that translate to "Freshly caught sluts!"

 

43 minutes ago, Nymra said:

 

currently you can "kinda" get this with NymSpawning. But that is only creatures atm.

But in fact I m working on the exact feature you describe. Im just slow in progress atm. since I again work on some fundamental stuff which also means I need to learn new shit, sigh

For sure, I am completely aware about the NymSpawn, hence why I mentioned human assaulters since they would support more group animations. No worries and take as much time as you need, I still very much enjoy using your mod and every new feature you've been releasing!

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