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Naked Dungeons

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Naked Dungeons
The Elder Scrolls V: Skyrim mod
Version 2.0.1

 

Tired of being capable of rushing through every single dungeon of Skyrim with no difficulties whatsoever, killing any enemies in your way single-handedly thanks to your kick-ass weapons and fancy armor? Here is the solution:

 

Rumours has it that some (or all) dungeon entrances are cursed with an inescapable magical trap, which forces you to leave almost all your equipment outside. To make things worse, the curse is permanent, resulting in a self-recharging trap, therefore it works on every single living being trying to enter the dungeon, so you cannot have very high expectations about easy looting from slain enemies and other dead bodies. This means that you must fight yourself through with whatever weapons and armor you can find inside, or rely on your magical abilities.

There is no need to worry about your precious gear being lost for good, however, for it is kept safely in a package outside (in front of the dungeon entrance), so you can recover it any time from there, the only thing is that you have no way to get them though he entrance.

 

INSTALLATION:

 

Copy the contents of the archive into your Skyrim folder.

 

IMPORTANT:

 

IF YOU INSTALL THE MOD OVER A PREVIOUS VERSION, AND YOU HAPPEN TO HAVE ANY LOOSE NAKED DUNGEONS SCRIPTS FILES IN THE [Skyrim]\Data\scripts FOLDER, THEN IT IS IMPERATIVE TO DELETE ALL OF THE LOOSE SCRIPT FILES LEFT FROM THE PREVIOUS VERSION OF THE MOD AFTER THE INSTALLATION, OTHERWISE THE MOD WILL NOT WORK CORRECTLY!
(Note: all script files have an "ndun_" prefix in their file name.)

TIP: You may clean your Data folder from the unnecessary files by running the included "Naked_Dungeons_clean.bat" file from the Skyrim folder.

 

IMPORTANT:

 

The mod is NOT enabled by default, you need to enable it manually after the istallation via the MCM (Naked Dungeons -> Debug -> Enable mod).

If you install this version over a previous one, then a clean save is STRONGLY recommended beforehand:

 

Spoiler
  1. Run Skyrim Launcher.
  2. Uncheck Naked Dungeons in the "Data Files" menu.
  3. Run the game.
  4. Load your save file.
  5. Wait until the Naked Dungeons menu item disappears from the MCM.
  6. Make a NEW save game.
  7. Close the game.
  8. Clean your last save file with "Save game script cleaner" tool (http://www.nexusmods.com/skyrim/mods/52363/?), remove all the orphaned scripts and everything else the tool can remove.
  9. Save the changes made to your save file with the appropriate button (backup is not necessary, simply let it overwrite the file).
  10. Run Skyrim Launcher again.
  11. Re-enable Naked Dungeons in the "Data Files" menu.
  12. Run the game again.
  13. Load your cleaned save file.
  14. Wait until the MCM displays the mod.
  15. Configure Naked Dungeons.
  16. Don't forget to enable the mod in the MCM.

 

REQUIREMENTS:

 

Soft dependencies:

 

Recommended:

 

HOW IT WORKS:

 

Spoiler

Dungeon traps:

Spoiler

 

When the mod is enabled, a spell is placed silently upon the player. The spell has magic effects, which activate whenever the player leaves an external location and enters an internal one. The hidden magic effects activate the trap when all of the following conditions are fulfilled:

 

1. The player's arousal level reaches a certain value (configurable via the MCM, the default value is 0).
2. The player's current location is one of some certain types of dungeon interiors (configurable via the MCM).
3. The player is unlucky enough to trigger the trap (the probability of this event is configurable via the MCM, the default value is 100%).

 

As soon as the trap is triggered (right after the player gets through the load door of the entrance), an explosion renders the player character unconscious, and the player is dispossessed of all of his/her equipment, with the exception of keys, lockpicks, dragon claws, soul gems, devious devices and quest items (the exception list is configurable in he MCM). Then the script begins to strip every single NPCs inside the dungeon with a certain probability (which is again adjustable in the MCM, the default value is 100%). The NPCs (with the exception of creatures) are stripped from all their worn clothes, light and heavy armor pieces, but their minor inventory items, amulets, shields and weapons are left alone by the script. (There would be no point in stripping their weapons, because we want them to remain able to put up a decent fight, don't we?)

 

When the player character comes round, a miscellaneous quest launches to show the whereabouts of the lost gear (usually outside the dungeon). Note that if you forget to pick up your equipment before you enter another dungeon, you will have to go back to the first dungeon entrance for your gear (only one quest will be running at a time for this purpose).

 

 

Follower support:

Spoiler

Follower support has been improved since the last version. The probability of followers being stripped on ND's trap events is configurable in the MCM (Naked Dungeons -> Options -> Strip options -> Follower strip chance). The mod can remember the ownership of the stripped items (with a maximal limit of three simultaneous followers), so the player won't have to give back their original items manually after completing an equipment retrieval quest. The followers' default gear will (hopefully) no longer auto-reappear after every single cell change (fast travel, load door, etc.). Caution is advised though when using ND with special follower overhaul mods, beacuse the possibility of some unwanted interference cannot be ruled out.


Stripped equipment retrieval scenarios:

Spoiler

There are six possible ways of recovering your stripped gear, their relative probability is configurable via the MCM (Naked Dungeons -> Options -> Entrance/Guard/Citizen/Bandit/Dungeon/Captive event). The seventh one ("Spider event") is not a stand-alone scenario, just a short scene that can occur in any of the first five scenarios (if there are living spiders inside, they can cocoon the unconsious PC at the entrance).

 

1. Your equipment is outside, in front of the dungeon entrance

Spoiler

This is the easiest way of recovering your stripped gear, when no one happens to find your package while you are inside the dungeon.


2. Your equipment has been taken away by a local guard

Spoiler

When you exit the dungeon, you won't find your equipment anywhere, so you have to report a crime (the theft of your stripped belongings) to a local guard (i.e. a guard in the current hold). The guard you talk to demands you to pay some tax first (you may choose to offer gold - or sex, if the PC is female), then gives you a certificate (receipt) of the tax payment. You are then told to find another guard (the "lieutenant in charge of the Department of Petty Theft Cases"), whom you must convince to give back your equipment (the story line is bit longer if the player chooses to pay for the receipt to the first guard).

 

3. Your equipment has been taken away by a local citizen

Spoiler

In this scenario, you will find a letter from that person (a non-hostile NPC) outside the dungeon instead of your equipment, telling you their whereabouts (in or around a nearby city, town or settlement). You need to convince this person to give back your package. The available dialog tree differs depending on a number of factors, most important being the gender of the PC and the NPC, the amount of gold you have, and some devious items you are wearing. The dialogs are built around three general ways of retrieving your lost gear:

 

Sex:

 

This option is mainly given for female player characters only (for a male PC, there is only one sex-oriented scenario available in the mod, when the NPC is a female). For a female PC, there are a number of different options involving sex, regardless of the gender of the NPC, and male NPCs can even rape the female PC in some situations. The NPCs sometimes can lock devious devices on the PC with a given chance (configurable in the MCM: Naked Dungeons -> Options -> Bondage chance) before sex scenes. Furthermore, if the (female) PC is raped by the (male) NPC, AND the player's lost gear is not given back, then an armbinder or yoke is always equipped on the PC after the sex scene (provided the bondage chance value is nonzero, of course). The MCM now shows a separate page (MCM -> Naked Dungeons -> Devious Devices), so that the user can customise all the DD-related settings (preferred color, etc.).


Gold:

 

If you're wealthy enough (which means that the total amount of gold in your inventory AND your lost equipment, combined, is at least 1000 gold pieces), then you can try to pay the NPC for your equipment (the dialog option will not be available otherwise). If the NPC accepts your offer, then they will always take ALL of your gold form both your inventory AND the package, so this may not be the cheapest way to go. If your PC is female and the NPC is male, then the dialog will be available at a lower wealth limit (500 gold pieces total), but the NPC may rape you before the transaction.


Violence:

 

The package of the player's stipped equipment is present in the NPC's inventory, but pickpocketing won't work. You can always simply kill the NPC (they are not made essential, at least not by this mod), but as they are non-hostile NPCs, that means crime, with all the generic consequences in-game. If you select a violent option, the NPC may be intimidated enough to give back your equipment, but there is a chance they choose a different action. Female NPCs may simply report you to the guards (which means a handsome bounty on your head). The main violent pathway against male NPCs is brawling, but if the PC is a female, they they may simply choose to rape her instead. The violent pathway is not available if the PC is wearing a devious armbinder, yoke or blindfold.

 

4. Your equipment has been looted by a bandit.

Spoiler

This scenario starts the same way as the "Guard" scenario. The difference is that the second guard (the lieutenant) cannot give back your equipment, but instead he points you to the thief (a random bandit lurking out somewhere in the wilderness in a different hold), whom you must kill.


5. Your equipment is somewhere inside the dungeon

Spoiler

This scenario also starts the same way as the "Guard" scenario. The difference is that the second guard (the lieutenant) cannot give back your equipment, but suggests that you go back to the dungeon and find your equipment somewhere inside (it will be in a container). Note that if you don't go back to a talk to the guards, you can still find your equipment in a container, but with no quest marker showing the target, it will be more difficult.


6. The player character is captured by the inhabitants of the dungeon while lying unconsciously at the entrance

Spoiler

This is a sub-type of the "Dungeon" event, which can happen only in a few dungeons (mostly in bandit camps which usually have a CaptiveMarker object). When the player character comes round after the dungeon entrance trap, they found themselves being held captive. After the scene finishes, the PC wakes up at the dungeon entrance again. From this point the quest advances the ususal way, but you will have a quest marker pointing to your stripped gear inside the dungeon (so you won't have to go back to the guards to get one).

 


Nudity features:

 

1. Nudity rules

Spoiler

These MCM options tell the mod how to detect whether the player character is naked or not. As a general rule the PC is deemed naked if there is no armor equipped in the main armor/clothing body slot (#32). If the "Use SLA naked armor check" option is checked, then the PC will be treated as naked if the body slot is occupied by an armor that is marked as "naked" (revealing) armor in the SexLab Aroused mod's MCM. Since there are a lot of mods containing panty and bra items, which leave the main body slot empty, but a character wearing both a panty and a bra is hardly naked, there is a "Panty AND bra slot items" option to tell ND to take into account these kind of items as well. The default underwear slots are set to #49 and #56, which are the same slots the Devious Devices' chastity bra and belt items use. However, chastity belts (unlike chastity bras) do not count as decent items.


2. Public indecency

Spoiler

This new feature has been introduced in version 1.6. It is somewhat similar, but not identical to the "Public indecency" feature of the Deviously Cursed Loot mod, so both can be used at the same time. When it is enabled, guards will punish (whip) the PC upon sight, for not wearing body clothes or armor. Civilians can also react to the player character's nudity and/or helplessness (bound hands) upon sight, by force-greeting the PC and demanding sex. The following MCM options are available:

 

  • Public indecency -> Civilian rape chance: allows civilians (non-hostile human NPCs) force-greet the naked PC upon sight.
  • Public indecency -> Attacked gender: it can be specified whether only males, females or NPCs of both sexes are allowed to force-greet the naked PC upon sight.
  • Public indecency -> Chance of post-rape robbery: If a civilian force-greets the PC, and the dialog leads to a rape scene, then this is the probability of the rapist stealing player items after the sex scene.
  • Public indecency -> Guard punishment enabled: Allows the guards to punish the player for public nudity.
  • Public indecency -> Shave hair before punishment: When enabled, the PC's hair will always be shaved before the whipping scene (the hair will regrow over time).
  • Rape/punishment exceptions -> Bound hands: helplessness (tied hands) can be set to prevent Guard Punishment, Civilian Rape, neither or both (e.g. guards can take into account that you cannot put on armor/clothing when your hands are tied).
  • Rape/punishment exceptions -> Collars: worn collars can be set to prevent Guard Punishment, Civilian Rape, neither or both (e.g. slaves marked by worn collars can be made to be excluded from the scope of the Public Indecency law - it's useful when a special collar like the Slave/Slut Collar from Deviously Cursed Loot which force the PC to remain naked is worn, and you don't want them to be punished by every single guard).

 

WARNING: if the Guard punishment or the Civilian rape function is enabled then fast travel is disabled when the player character is naked or helpless.

 

  • Harmlessness: if the PC is naked and helpless (=their hands are tied) or unarmed (=has no wepons/shields/torches equipped and no hostile spells out), then humanoid enemies won't attack them, but can forcegreet the PC via the Civialian Rape mechanism, similarly to non-hostile NPCs.
  • Prostitution: The PC can offer their body to non-hostile NPCs, in exchange for money or devious keys. It is also possible to have sex with followers, but they won't reward you with gold or DD keys. Note that the Greybeards have a unique way to offer in terms of devious device removal through the Prostitution ("Excuse me...") dialog, but this content becomes unavailable as soon as the player decides to kill Paarthunax. Court wizards privide yet another way to get rid of DD items.


Body visuals:

 

1. Obesity

Spoiler

A new feature, having basic Realistic Needs-like functionality in terms of consuming food and drink, which can alter the weight (along with the visual appearance) of your character depending on how much you eat. The player character has an energy reservoir (a "stomach"). As long as you keep it at a normal fill level (0-100%), nothing will change. The stomach gradually empties over time (it is checked once in every game hour by a script). Once it completely empties (0%), you will start to lose weight. If your weight reaches the minimum (0%), the stomach fill level will drop below 0%, the mod notifies the user that "You are starving", and the PC will slow down (the lower the stomach fill level is between 0% and -100%, the slower your character can move). It is also possible to overfill your stomach by eating too much (to a maximum of 200%). As long as the stomach fill level is above 100%, the PC will gradually gain weight and appear fatter. If the weight reaches the maximum (100%), the PC will slow down due to morbid obesity (the higher the stomach fill level is at 100% weight, the more severe the slowdown effect will be). With the default MCM settings, it takes 2 mass units of food to fill the stomach to 100% from 0%, a 100% filled stomach takes 24 game hours to empty, and the full weight gain/lose cycle (from 0% to 100% weight or the other way round) takes 10 game days. There are also a few special potions (Potion/Draught/Solution/Philter/Elixir of the Waning Moon) available at merchants, which accelerate your metabolism (the effect lasts for a game day), so you can gain/lose weight faster if you can afford them.


2. Cum inflation

Spoiler

 

The basic idea of this feature came from the Deviously Cursed Loot mod. After the female PC had oral, vaginal or anal sex with a male character, her belly inflates because of the accumulated cum. While the DCL version of cum inflation works fine with human sex partners, there are two aspects I did not like in the way it was implemented. For one, it does not work with creatures, second, the latest version of DCL allows much slower inflation than before. This is why I implemented another approach of cum inflation in ND, from scratch. Note that it is NOT recommended to use both DCL's and ND's cum inflation feature at the same time. The ND version has the following characteristics:

 

  • It works with creature sex partners as well.
  • The amount of cum and thus the belly size change is proportional to the body size of the male sex partner (while, using the default settings, as much as 5 sex acts are needed with an average human partner to fill the belly to the maximum capacity, larger creatures like sabrecats can fill the belly to 100% with a single load).
  • Cum inflation is not without consequences. The more inflated her belly, the slower the PC can move.
  • The belly will not leak cum over time automatically (like in DCL). The player needs to initiate the deflation animation manually using the keyboard (the default hotkey is "O"). Emptying the belly increases arousal. During the deflation process the PC is in a vulnerable position, so it is not recommended to initiate the animation when the PC is surrounded by hostile NPCs. You can stop the deflation animation any time by pressing the same hotkey again (the amount of belly deflation is a random number, so it's independent from the duration of the animation).

 

Every important variables concerning cum inflation can be configured via the MCM (Naked Dungeons -> Consequences -> Cum inflation).


3. Bathing

Spoiler

A nem menu item ("Wash yourself") is added to the Deflation menu, which appears only if the PC is standing (not swimming) in water. This provides a very basic bathing functionality: all it does is stripping the PC and removing the SexLab cumshot visual effect from the body. Currently there is no bathing animation used (for the sake of immersion, it is recommended to use a poser mod like Poser Hotkeys along with it). It uses the same water detection system as the Bathing in Skyrim mod, so there is a new soft dependency called mzinWaterUtil (without that little SKSE extension water detection will not work). Apart from the vanilla Skyrim water types, ND can detect the water types added by the following DLCs and mods: Dawnguard, Dragonborn, Falskaar and Realistic Water Two. Note that if the Bathing in Skyrim mod is installed, then it is NOT necessary to enable the built-in water detection method of ND (water detection will work without it). Bathing in Skyrim is NOT a dependency by the way.


4. Anal gaping

Spoiler

If this option is enabled, every single SexLab scene tagged as "Anal" results in a gaping/prolapsing anus rendered on the PC, which will gradually contract over time. This is only a visual effect, without any in-game consequences (apart from a few ND dialogs depending on it). The basic resolution version of the visual effect is included in the Naked Dungeons.bsa archive, for higher resolution versions check out komotor's RoseButt mod.


5. Haircut

Spoiler

If bondage haircut (Naked Dungeons -> Devious Devices -> Bondage haircut chance) and/or punishment shave (Naked Dungeons -> Consequences -> Public Indecency -> Shave hair before punishment) is enabled, then the PC's head can happen to be shaved bald on certain circumstances. The hair will gradually regrow over time (a longer hairstyle needs at most 3 levels to regrow). Each level lasts 24 hours game time by default. This variable is configurable in the MCM (Naked Dungeons -> Consequences -> Haircut -> Hair regrowth time).


6. Whip marks

Spoiler

When enabled, whip marks will be shown on the skin of the PC after ND's whipping scenes (only after ND's own whipping scenes, not other mods' ones). This new feature requires the SlaveTats mod and its CaneMarks textures to be installed (but it is only a soft dependency, so ND can work without it, if the user leaves this MCM option unchecked). The whip marks can be healed using any vanilla shrines.


Immortality

Spoiler

 

When this function is enabled, the PC is made essential, which means they cannot die EVER (not even from fallig damage), but will be raped instead by the closest hostile living being(s). If the rapist is a human or humanoid character, then some devious devices may be equipped onto the PC after the sex scene.

WARNING! It is NOT recommended to use this function together with other no-death mods like Defeat or Death Alternative, because of the inevitable conflicts.

 

 

1. Gangbang and chain rape

Spoiler

The chance of a gangbang (more than one assaulter in the same scene) and chain rape (at most 3 rounds) can be specified in the MCM (if there are enough hostile NPCs nearby).


2. Robbery

Spoiler

There is a chance that the rapist will steal everything from the player character's inventory (with the exception of quest items and equipped DD items). After the robbery event a quest marker will point at the robber. Only humanoid assaulters trigger this event.


3. Captivity

Spoiler

At the end of a Robbery event, the assaulters can decide to tie the PC to a Zaz furniture (like crosses, poles, and suchlike). Sometimes they can even throw the PC out of the dungeon before doing so. You can escape from your desperate situation through a struggle mechanism similar to that of devious armbinders. The higher your Pickpocketing skill the less stamina you will use when struggling, and the higher your Lockpicking skill the easier it will be to free your hands. Escape difficulty is also determined by the escape difficulty variable you can find in the Devious Devices MCM. You assaulters (if they are still around) will not attack you until you managed to free your hands. If some other hostile NPC shows up and attacks you, your hands will be instantly released.


4. Slavery

Spoiler

At the end of the Robbery event human assaulters can decide to enslave the PC via the mechanism provided by the Simple Slavery mod (which is a soft dependency only).

WARNING: Naked Dungeons adds the PC to the zbf_SlaveFaction faction on Slavery events, and uses this faction membership as a flag to prevent Guard Punishment and Civilian Rape to mess up with scenes triggered by slavery mods. However, some slavery mods fail to remove the PC from this faction when the player manages to free themselves, which could result in ND's Guard Punishment and Civilian Rape stop working. In order to circumvent this problem I added a checkbox to the Debug page of the ND MCM, using which the user can manually add/remove the PC from the above faction.


Clothing options:


1. Armor amortisation:

Spoiler

This is a sub-function of the previous one (Immortality), therefore it won't work without that one enabled. If the "Armor amortisation" option is checked, then every successful hit by an animal and every unblocked power attack of humanoids (but NOT ranged and magic attacks) can ANNIHILATE a random piece of equipped armor.

WARNING: these items will be gone FOR GOOD, without ANY chance to get them back!


2. Improvised items:

Spoiler

With all of ND's features enabled (especially the previous one) the player character will quite often find themselves naked and/or unarmed. If this function is enabled, then the naked/unarmed player can make simple armors (e.g.: topless or bikini-style fur armors from animal pelts) and weapons (wooden sticks or bones) out of some ingredients and clutter on the spot (without using special furnitures, by simply picking up some items like animal pelts). For the sake of maximal immersion it is recommended that the player mark the topless-style "armors" (skirts) as naked (revealing) armor in the SexLab Aroused mod, so that ND can correctly determine whether the player is naked or not wearing these items. The items are made ONLY if the player hands are free (not bound), and some armor, weapon, or lockpick is really necessary (i.e.: the player is naked, unarmed, or out of lockpicks).

 

Complete list of improvised items and the required ingredients:

 

  • Lockpicks: by picking up embalming tools, cast iron pot, or some other metal clutter.
  • Animal pelt skirt (topless): by picking up animal pelts
  • Animal pelt vest (bra): by picking up animal pelts
  • Animal pelt shoes: by picking up animal pelts - larger (bear, sabrecat, troll) pelts will yield all three items (skirt, vest, shoes) at once
  • Animal pelt skirt (topless): by picking up pelts of smaller animals (foxes, wolfs, etc.)
  • Draugr rag skirt (topless): can be made by picking up items (mostly bone meal) from draugrs or skeletons.
  • Draugr rag vest (bra): can be made by picking up items (mostly bone meal) from draugrs or skeletons.
  • Wooden stick (two-handed sword-like weapon): can be found by picking up ingredients from various plants.
  • Bone cudgel (mace-like weapon): can be found by picking up items (mostly bone meal) from draugrs or skeletons.


WARNING: the armor meshes are based on the Cosio/CBBE body, I had no time to make any conversions yet.


3. Disguise

Spoiler

The PC can temporarily disguise themselves as a bandit, warlock (necromancer), Forsworn, Thalmor, Falmer, Imperial or Stormcloak soldier, if they put on an appropriate body armor piece (e.g. fur/hide armor, necromancer robe, Forsworn, Elven, Falmer, Imperial or Stormcloak armor) the appropriate way (i.e. when sneaking and undetected). While disguised, the PC won't be attacked by members of the corresponding faction. As soon as the attack button is pressed (or the armor piece is taken off) the PC becomes unveiled and the hostile status of the faction in question will be restored.


4. Sleep naked

Spoiler

The PC will undress when going to sleep. If the "Post-sleep masturbation" feature is also enabled, the PC will masturbate after having woke up if he/she is fully aroused.

 


TROUBLESHOOTING:

 

If you happen to encounter any problems with the mod (e.g. traps not triggering when you think they should), first make sure to enable the debug mode in the MCM (Naked Dungeons -> Debug -> Show debug messages; it is no longer enabled by default) and see if any messages appear on entering or exiting dungeons. If there are no messages at all, make sure the mod is enabled (MCM: Naked Dungeons -> Debug -> Enable mod), or try to disable and re-enable it.

 

TIP:

 

If your character is a "sneaky archer" type, then it may be rather difficult to fight without your usual weapons. This is why the bound weapon spells are given to the player if you enable the mod with the "Show debug messages" option also enabled.

 

CREDITS:


The author wishes to thank

  • komotor (http://komotor.tumblr.com/mods) for the anal gaping meshes and textures
  • CGi for the mod organizer friendly version and also for the German translation
  • zeldashu for the Chinese translation
  • donttouchmethere for the extensive beta testing
  • and many other LoversLab users for all their good ideas and suggestions

 

UPDATE HISTORY:

 

version 2.0.1 (current release)

  • "Naked Dungeons MCM not registering without save/reload" bug fixed
  • "Followers possibly losing their equipment permanently if 'Follower strip chance' variable is less than 100%" bug fixed
  • "PC stuck in the fighting stance after deflation if the Deflation function was used with weapons out" bug fixed
  • If the PC is tied to a Zaz furniture after having been defeated and raped, assaulters no longer turn hostile again until the PC has managed to free their hands
  • Captivity events no longer create new Zaz furnitures if there is already an eligible Zaz furniture nearby
  • Wriggling out of Zaz furnitures after Captivity events no longer use stamina if the stamina cannot regenerate (some mods may temporarily set the stamina regeneration rate to zero, which could make it impossible to struggle out of Zaz furnitures
  • The devious devices chance variable used to have no effect on the Civilian Rape events. This wasn't a bug (I never intended it to work that way), but since I understand that it could be confusing for the user, I changed that: Civilian Rapers will now observe the aforementioned variable when equipping devious devices.

 

Known problems still possibly present in the hotfixed version:

  • During the Captivity event it was quite possible to press the menu accidentally before the 'Free your hands' message arrived. This could result in the Captivity menu keys not registering perfectly or even falling out of the furniture with no way to move your hands or do anything. In this fix I tried to do everything I could to avoid this situation. I'm afraid it's not perfect yet, but nonetheless it must be much better than before. Note: if you stuck in the Captivity event, the proper console command to recover from it is: setstage ndun_CaptiveQuest 100
  • Zaz furnitures created on Captivity events might not always be aligned perfectly with the surface mesh (sometimes they are created a little bit above the ground)

 

Version 2.0:

  • Harmlessness: as long as the Civilian Rape feature is enabled, the player character is naked AND unarmed or helpless, no human enemies will attack them. Instead, they will force-greet and rape the PC via the Civilian Rape ("I kinda like your garment") mechanism, just like non-hostile NPCs.
  • Bathing: a nem menu item ("Wash yourself") is added to the Deflation menu, which appears only if the PC is standing (not swimming) in water. This provides a very basic bathing functionality: all is does is stripping the PC and removing the SexLab cumshot visual effect from the body. Currently there is no bathing animation used (for the sake of immersion, it is recommended to use a poser mod like Poser Hotkeys along with it). It uses the same water detection system as the Bathing in Skyrim mod, so there is a new soft dependency called mzinWaterUtil (without that little SKSE extension water detection will not work). Apart from the vanilla Skyrim water types, ND can detect the water types added by the following DLCs and mods: Dawnguard, Dragonborn, Falskaar and Realistic Water Two. Note that if the Bathing in Skyrim mod is installed, then it is NOT necessary to enable the built-in water detection method of ND (water detection will work without it). Bathing in Skyrim is NOT a dependency by the way.
  • A nem menu item (saying "Urinate") is added to the Deflation menu. All it does is adding/removing the Zaz pee visual effect (along with some rather hard-to-hear sound effect) to the PC, there are no in-game consequences attached to it whatsoever.
  • Whip Marks: when enabled, whip marks will be shown on the skin of the PC after ND's whipping scenes (only after ND's own whipping scenes, not other mods' ones). This new feature requires the SlaveTats mod and its CaneMarks textures to be installed (but it is only a soft dependency, so ND can work without it, if the user leaves this MCM option unchecked). The whip marks can be healed using any vanilla shrines.
  • Wizard Scene: a new devious devices removal scene (not quite as complicated as the Ritual of Purification). It can be activated via the Prostitution feature, using the "Excuse me... / Could you please help me with my restraints" dialog. Innkeepers no longer will offer keys for sex as common NPCs. Instead, they will point you to the court wizards, who (using the same dialog) will ask you to assist them in some important research in exchange of DD removal. The scene involves a whole new (but rather primitive) game cell (a small "laboratory") where you are supposed to follow the wizard's orders.
  • Captivity: after Robbery events your assaulters can decide to tie you to some Zaz furniture (like Crosses, Poles and suchlike). You can escape from this situation through a struggle mechanism similar to that of the devious armbinders.
  • Slavery: after Robbery events human attackers can decide to enslave you via the Simple Slavery mechanism (Simple Slavery is a soft dependency only).
  • Obesity: a new feature having basic Realistic Needs-like functionality in terms of consuming food and drink, which can alter the weight (along with the visual appearance) of your character depending on how much you eat. The player character has an energy reservoir (a "stomach"). As long as you keep it at a normal fill level (0-100%), nothing will change. The stomach gradually empties over time (it is checked once in every game hour by a script). Once it completely empties (0%), you will start to lose weight. If your weight reaches the minimum (0%), the stomach fill level will drop below 0%, the mod notifies the user that "You are starving", and the PC will slow down (the lower the stomach fill level is between 0% and -100%, the slower your character can move). It is also possible to overfill your stomach by eating too much (to a maximum of 200%). As long as the stomach fill level is above 100%, the PC will gradually gain weight and appear fatter. If the weight reaches the maximum (100%), the PC will slow down due to morbid obesity (the higher the stomach fill level is at 100% weight, the more severe the slowdown effect will be). With the default MCM settings, it takes 2 mass units of food to fill the stomach to 100% from 0%, a 100% filled stomach takes 24 game hours to empty, and the full weight gain/lose cycle (from 0% to 100% weight or the other way round) takes 10 game days.
  • Guard Punishment: fixed an error that could result in chain-punishment by the same guard.
  • Civilian Rape: fixed an error that could result in chain-rape by the same NPC.
  • Civilian Rape: elder and vampire races included in the list of eligible NPCs.
  • Civilian Rape: eligible NPCs can be filtered by gender.
  • Devious Devices: fixed a minor bug to exclude ddx items when the "Allow DDX items" checkbox is not checked.
  • Arngeir refuses to start the Ritual of Purification outside the monastery building of High Hrothgar.
  • Ritual of Purification: the mod tries to start the Ritual of Purification start-game-enabled quest if it fails to start automatically for some reason. If the quest cannot be started, it will send error messages instead of the NULL object errors.
  • Immortality: Gangbang and chain rape. ND no longer tries to select more than 1 creature in defeat animations.
  • Armor Amortisation: Daedric armors are excluded (you'll never lose them).
  • Dungeon trap script checks enumerated inventory items against NULL values.
  • Fixed a bug in the Disguise

  • Submitter
  • Submitted
    04/01/2016
  • Category
  • Requires
    SKSE, SkyUI, XPMSE, SexLab, SexLab Aroused (Redux), Zaz Animation Pack 8.0+, Devious Devices Assets + Integration + Expansion
  • Special Edition Compatible
    No

 

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Well, this is kinky. If it strips all the NPCs in the dungeons, how will you find weapons to fight with? ^^ Just be sure you don't remove unique weapon rewards off of some enemies... like Ghostblade.

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Curse you and your curse'd mod. I'm @ 253 limit - even after culling excessive string using mods, (i.e. if you remove mods, apparently other mods magically need to be installed to fill the gap - it's the law), and this is really the sort of horrible mod I would install. grrrrrrr.

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Curse you and your curse'd mod. I'm @ 253 limit - even after culling excessive string using mods, (i.e. if you remove mods, apparently other mods magically need to be installed to fill the gap - it's the law), and this is really the sort of horrible mod I would install. grrrrrrr.

http://www.nexusmods.com/skyrim/mods/37981/?

 

Merge older mods that have not changed and are likely not to be changed, avoid mods used as masters by other mods though. Of course don't bother with mods that don't have an esm or esp.

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Curse you and your curse'd mod. I'm @ 253 limit - even after culling excessive string using mods, (i.e. if you remove mods, apparently other mods magically need to be installed to fill the gap - it's the law), and this is really the sort of horrible mod I would install. grrrrrrr.

http://www.nexusmods.com/skyrim/mods/37981/?

 

Merge older mods that have not changed and are likely not to be changed, avoid mods used as masters by other mods though. Of course don't bother with mods that don't have an esm or esp.

 

 

Yep, I know that. (But thanks for the sympathy post). Basically my load out is currently , (erm), optimal within the scope of Skyrim, (with a shed load of merged mods - with some using that application, but most using just using the TES5Edit script). However at some point there does come a point where you have a subjectively good build and then some barsteward comes along with a mod which really needs to be installed, because you are evil to your toon, but you can't see a way to install it in your own 'world order'. So my post was basically a general appreciation of the concept and I would use it but can't/won't - and you can't make me, cry/bla/blub. The philosophy is probably off context with the idealism of the mod authors intentions.

 

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Well, this is kinky. If it strips all the NPCs in the dungeons, how will you find weapons to fight with? ^^ Just be sure you don't remove unique weapon rewards off of some enemies... like Ghostblade.

 

You can always find weapons in dungeons, in chests, or just lying around on tables, etc., but this is not a problem, because the mod does not remove any weapons from the NPCs, only their armor (perhaps I should have made it clear in the description, my bad.)

 

As for the Ghostblade, yes, you are right: special pieces of armor might break quests if removed (although I cannot remember any of such right now, can you help? -  I can fix it in the next version)

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This looks interesting :)

 

Does it remove food and water though, as that will be a problem for RND and iNeed users?

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This looks interesting :)

 

Does it remove food and water though, as that will be a problem for RND and iNeed users?

 

Yes, it removes everything from the player's inventory, with the exception of:

 

- Quest items

- Devious Devices

- Keys

- Lockpicks

- Dragon claws

- That little dwarven gadget (forgot the name, maybe Dwarven Sphere?) which is given you by that mad wizard in a distant ice cave in the North, because it is needed for a Dwarven Mechanism which grants you access to the Oculory (or whatever it's called)

 

I don't use RND and iNeed myself, so I could not test my mod with those, but I can include food and drink in the exception list if you wish.

(By the way, I'm not sure if there are any "water" items in vanilla Skyrim, would alcoholic beverages do instead?)

 

Until then, you can always go back to your equipment to the entrance, if the dungeon is not swarming with those items in the first place :-)

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This... is actually pretty ingenious.

Just for additional shits and giggles, could you try adding the following function: When the player enters the dungeon and gets stripped, there is a chance (say, 50%) that they cannot leave the dungeon without finding a special magical ring first. This ring would be either placed inside the final chest or placed in some new container at the end of the dungeon.

 

Alternatively the player could force their way out of the dungeon (in case they are over their head and cannot reach the bottom without their gear), however they would receive a random set of punishing Devious Devices complete with yoke/armbinder as punishment.

 

Oh, and there is another idea: Add a passive spell effect called "Naked Adventuring" that would grant increasing bonuses depending on the number of naked dungeons cleared, but only if the PC is naked. You know, just so that there would be some extra reward for the roleplayers. :P

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just tryed it might be a bug i 2 things 1 i forgot the caves name but it ran smoothly only bug is the backpack was high up in the air only way to reach it was with tcl

 

2 every time i enter bleak falls barrows the trap hits it gives a black screen but doesnt do anything i can use the wait but cant see and it doesnt trigger the script only stays in black screen mode

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Well I tried it going into silent moons camp.  It triggered and my gear was gone but not the bandits.  Not a real problem since she was a mage but I got outside the knapsack was 10 ft in the air.

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just tryed it might be a bug i 2 things 1 i forgot the caves name but it ran smoothly only bug is the backpack was high up in the air only way to reach it was with tcl

 

2 every time i enter bleak falls barrows the trap hits it gives a black screen but doesnt do anything i can use the wait but cant see and it doesnt trigger the script only stays in black screen mode

 

Thanks for the bug report.

 

1. As for the never ending black screen: I have never encountered that, but I am well aware of the NPC stripping part of the script running awfully slow, especially when there are a lot of NPCs inside. It has something to do with the NPC enumerating SKSE script being inherently slow. Sometimes it can take over a minute for the PC finally get up. I haven't found a stable solution so far except for disabling the NPC stripping option altogether (setting those probabilities to 0% in the MCM). Luckily, the PC stripping part of the script runs much faster.

 

2. Regarding the backpack floating aloft in thin air, I think I will be able to fix this problem (although it may prove to be difficult for me to test it, since the error does not seem to be easily reproducible, I myself have seen it only once).

 

I am going to upoad a fix as soon as I'm finished with it.

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Well I tried it going into silent moons camp.  It triggered and my gear was gone but not the bandits.  Not a real problem since she was a mage but I got outside the knapsack was 10 ft in the air.

 

Thanks for the feedback.

 

I have encountered that warlock problem yesterday. To be honest, I have no idea (yet) how they manage to avoid (sometimes) the stripping script no other NPCs can, this must be some kind of magic (they are mages after all).

 

As for the floating pouch problem, see my last post. (I'm working on it. :-)

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I really like this idea and will definitely follow!  With DH, DCL, and DEC this can make dungeons VERY dangerous!

 


Oh, and there is another idea: Add a passive spell effect called "Naked Adventuring" that would grant increasing bonuses depending on the number of naked dungeons cleared, but only if the PC is naked. You know, just so that there would be some extra reward for the roleplayers. :P

 

Or make the buff based on time spent naked.  Give a long time reward for getting the Slave Collar!

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Until then, you can always go back to your equipment to the entrance, if the dungeon is not swarming with those items in the first place :-)

 

 

Good point, don't worry about excluding food and drink, it adds to the effect thinking about it

 

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just tryed it might be a bug i 2 things 1 i forgot the caves name but it ran smoothly only bug is the backpack was high up in the air only way to reach it was with tcl

 

2 every time i enter bleak falls barrows the trap hits it gives a black screen but doesnt do anything i can use the wait but cant see and it doesnt trigger the script only stays in black screen mode

 

Thanks for the bug report.

 

1. As for the never ending black screen: I have never encountered that, but I am well aware of the NPC stripping part of the script running awfully slow, especially when there are a lot of NPCs inside. It has something to do with the NPC enumerating SKSE script being inherently slow. Sometimes it can take over a minute for the PC finally get up. I haven't found a stable solution so far except for disabling the NPC stripping option altogether (setting those probabilities to 0% in the MCM). Luckily, the PC stripping part of the script runs much faster.

 

2. Regarding the backpack floating aloft in thin air, I think I will be able to fix this problem (although it may prove to be difficult for me to test it, since the error does not seem to be easily reproducible, I myself have seen it only once).

 

I am going to upoad a fix as soon as I'm finished with it.

 

 

for the backpack problem all it needs  is for the hight adjustment to be altered i forgot if it was x or y or z when placing it down when you used construction kit

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just tryed it might be a bug i 2 things 1 i forgot the caves name but it ran smoothly only bug is the backpack was high up in the air only way to reach it was with tcl

 

2 every time i enter bleak falls barrows the trap hits it gives a black screen but doesnt do anything i can use the wait but cant see and it doesnt trigger the script only stays in black screen mode

 

Thanks for the bug report.

 

1. As for the never ending black screen: I have never encountered that, but I am well aware of the NPC stripping part of the script running awfully slow, especially when there are a lot of NPCs inside. It has something to do with the NPC enumerating SKSE script being inherently slow. Sometimes it can take over a minute for the PC finally get up. I haven't found a stable solution so far except for disabling the NPC stripping option altogether (setting those probabilities to 0% in the MCM). Luckily, the PC stripping part of the script runs much faster.

 

2. Regarding the backpack floating aloft in thin air, I think I will be able to fix this problem (although it may prove to be difficult for me to test it, since the error does not seem to be easily reproducible, I myself have seen it only once).

 

I am going to upoad a fix as soon as I'm finished with it.

 

 

for the backpack problem all it needs  is for the hight adjustment to be altered i forgot if it was x or y or z when placing it down when you used construction kit

 

 

It is not that easy, because I have never created a reference to the base object in the CK, it is just a reference alias created runtime by the quest. However, something similar (adjusting its world coordinates) will be my next attempt, but I discovered that the weight of the backpack was set to zero (it was based on the "Kimmek's Supplies" model), I thought it may have something to do with its not falling down, so I set its weight to 50. A new test version (1a) is uploaded.  :shy:

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ooh, now this, this is a nice idea! Suddenly, I feel like starting a mage playthrough..

 

 

 

Well, this is kinky. If it strips all the NPCs in the dungeons, how will you find weapons to fight with? ^^ Just be sure you don't remove unique weapon rewards off of some enemies... like Ghostblade.

 

You can always find weapons in dungeons, in chests, or just lying around on tables, etc., but this is not a problem, because the mod does not remove any weapons from the NPCs, only their armor (perhaps I should have made it clear in the description, my bad.)

 

As for the Ghostblade, yes, you are right: special pieces of armor might break quests if removed (although I cannot remember any of such right now, can you help? -  I can fix it in the next version)

 

Had a look a the relevant lists. Here's all the ones that I could find:

Dragon Priest Masks (Nearly all of em)

Ebony Mail

Targe of the Blooded

Ancient Shrouded Armor (Entire set found on a dead body. do they get stripped?)

Gloves of the Pugilist

Linwe's Armor (set)

Movarth's Boots

The Pieces of the Gauldur Amulet

Auriel's Shield

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Well I tried it going into silent moons camp.  It triggered and my gear was gone but not the bandits.  Not a real problem since she was a mage but I got outside the knapsack was 10 ft in the air.

 

Thanks for the feedback.

 

I have encountered that warlock problem yesterday. To be honest, I have no idea (yet) how they manage to avoid (sometimes) the stripping script no other NPCs can, this must be some kind of magic (they are mages after all).

 

As for the floating pouch problem, see my last post. (I'm working on it. :-)

 

Went back with another character just created and the stripping worked but the bag was again floating

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What about a chance a bandits looting your stuff. Say every 5 minutes inside there's a 5% chance that someone found your stuff and wandered off with it. You can track them down, but they might pawn it first too.

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Any mention about followers? Are they stripped as NPCs in the dungeon or excluded as non-enemies?

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ooh, now this, this is a nice idea! Suddenly, I feel like starting a mage playthrough..

 

 

 

Well, this is kinky. If it strips all the NPCs in the dungeons, how will you find weapons to fight with? ^^ Just be sure you don't remove unique weapon rewards off of some enemies... like Ghostblade.

 

You can always find weapons in dungeons, in chests, or just lying around on tables, etc., but this is not a problem, because the mod does not remove any weapons from the NPCs, only their armor (perhaps I should have made it clear in the description, my bad.)

 

As for the Ghostblade, yes, you are right: special pieces of armor might break quests if removed (although I cannot remember any of such right now, can you help? -  I can fix it in the next version)

 

Had a look a the relevant lists. Here's all the ones that I could find:

Dragon Priest Masks (Nearly all of em)

Ebony Mail

Targe of the Blooded

Ancient Shrouded Armor (Entire set found on a dead body. do they get stripped?)

Gloves of the Pugilist

Linwe's Armor (set)

Movarth's Boots

The Pieces of the Gauldur Amulet

Auriel's Shield

 

Thank you very much for the list.

 

Some of them are no problem:

 

- The Targe of the Blooded is not removed from the NPC (I guess there are 2 reasons why: first, the script works only on the NPCs in the very first cell of the dungeon, and that particular NPC can be found deeper in the dungeon, behind 1 or 2 load doors, and second, the Targe is a shield, not a piece of clothing or armor. The latter applies to Auriel's Shield, too.

- The Gauldur Amulet fragments are amulets, so they are not marked as armor or clothing.

- Most Dragon priest masks are behind several additional load doors, or out in the open area (around mountaintop dragon walls).

 

The rest of them will need to be dealt with somehow. Maybe it would be better to leave draugrs and dragon priests altogether out of the NPC enumeration (there are no lootable armor pieces on draugrs anyway, so this might even help speeding up the black screen part of the script).

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Any mention about followers? Are they stripped as NPCs in the dungeon or excluded as non-enemies?

 

Followers are stripped, too, just like any other NPCs, if they are in that particular cell. I know it is far from being the best approach, so I'm going to alter this somehow.

 

I was testing the mod with the Under Sarthaal quest a few days ago. It was kind of funny to see the bunch of nudist researchers excavating around, poor old Tolfdir included. At first I was afraid that he will remain naked for good, which would be immersion breaking, but later on the quest, in one of the following game cells he seemed to have managed to find his usual garments, thanks to the game engine.  :shy:

 

 

Well I tried it going into silent moons camp.  It triggered and my gear was gone but not the bandits.  Not a real problem since she was a mage but I got outside the knapsack was 10 ft in the air.

 

Thanks for the feedback.

 

I have encountered that warlock problem yesterday. To be honest, I have no idea (yet) how they manage to avoid (sometimes) the stripping script no other NPCs can, this must be some kind of magic (they are mages after all).

 

As for the floating pouch problem, see my last post. (I'm working on it. :-)

 

Went back with another character just created and the stripping worked but the bag was again floating

 

 

Have you tried it with the "1a" update I uploaded yesterday?

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where are pictures ???
text to understand it is difficult for me, am not english speaker.
and by the way, A picture is worth a thousand Words.  ;)

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