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Posted
7 hours ago, galahad_69 said:

I was talking about reloading the game, not the MCM, precisely the way you did ?

Aha..! I'm sorry.. My mother tongue is not the English. So I can't understand english well...

By the way thank you again.

Posted

I may have missed this answer...I am to talk to guard in Rift about my missing gear....but no guard in the Rift has anything to say about my stolen gear?? Riften & Shor Stone are in the Rift, correct? But I lost my gear over in Ivarstead...no guard had anything to say over there either??

Posted

since the last update I have somehow a small problem with the devices.
no matter what I set, it will always be created randomly, even in the colors.

 

Edit:

ok, now it seems to work again.
I probably had a broken save.

sorry I am a bit confused today :classic_wink:

Posted

a question or note or please I would have for maybe a little update sometime.
if one's hair is shorn off, could that be the first thing to be bald? also
a bald head ?

they are only very short for me.

Posted

I had found that ND2.0 prevents mod DeviousFollower to work properly with enslavement when ND is lower in load order.

And still cannot disable DD in ND rape scenes include guard report about stolen items. Only number of devices is editable and anytime the same items are equipped.

Posted
18 hours ago, crococat said:

I had found that ND2.0 prevents mod DeviousFollower to work properly with enslavement when ND is lower in load order.

And still cannot disable DD in ND rape scenes include guard report about stolen items. Only number of devices is editable and anytime the same items are equipped.

ND Civilian Rape scenes were never intended to be dependent on the "Bondage chance" variable. I understand that it was very confusing, so I've changed it.

In the upcoming hotfixed version Civilian Rape scenes will take into consideration the above variable (so no devices will be equipped if the "bondage chance" is set to 0%).

 

As for Devious Followers: what did you mean by "enslavement"? Enslavement via the Simple Slavery mod, or the Captivity events of ND with the Zaz 8.0+ furnitures?

Posted
On 7/22/2018 at 12:13 PM, Krynn said:

a question or note or please I would have for maybe a little update sometime.
if one's hair is shorn off, could that be the first thing to be bald? also
a bald head ?

they are only very short for me.

 

Actually the first stage is being bald. But the look of that hairstyle is not something that ND can do anything about. It's just how it looks like in the game.

Posted
31 minutes ago, galahad_69 said:

As for Devious Followers: what did you mean by "enslavement"? Enslavement via the Simple Slavery mod, or the Captivity events of ND with the Zaz 8.0+ furnitures?

In DF follower enslave player stright by mod itself, and this cannot happen when ND is after in loadorder.

And about captivity events of ND with furniture - bad camera behavior in 3rd viev, but it may be zaz problems.

Posted

This is a wholesome mod, so many good things in it. However it would be nice to see some patches here and there, for example for KS hairdo's on hair regrowth ?

Posted

Hotfixed version (2.0.1) uploaded

 

Changelog:

 

  • Mod organizer friendly version (thanks to CGi)
  • "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)
  • 3 weeks later...
Posted

I think I've found a bug...

 

I'm using 2.01 with multiple followers.  I use EFF to manage my followers.  Currently I have 4 followers.  I also use MO.  After getting my equipment back (I disabled all except finding my equipment either in the dungeon or just outside it), it seems like one of my followers equipment gets given to me instead of them.

 

Love your mod!

 

-Thanks!

Posted

load order seems to be important with NDUN + DEC + EFF + DF

 

atm i use this load order:

+ DEC         

         => if DEC is below NDUN => NDUN helpless feature doesnt trigger! [naked, no weapons or spells] NPCs will stay hostile => easy to test in LAL Prison and

         watch DEC console entrys [DEC will use NDUNhelpless calmed NPCs for approaches = awesome]

         => oops i was wrong  => helpless feature active + civil rape 0% = helpless deactivated

                                            => helpless feature active + civil rape 1% and higher = helpless activated

+ NDUN

+ EFFdialog

+ DF

+ DF-EFF-Patch

         => DF below EFFdialog is only possible thx to DF-EFF-Patch (or you get the "cant dismiss follower" DF/EFF-bug), lets test crococats DF enslavement issue \o/

 

 

EDIT:

 

after the tests with the posted load order => DF enslavement works with NDUN in load order

 

tested enslavements:

- DF enslavement via SS+

- DF enslavement via eff follower debt

- DF enslavement via DEC "DF follower gift"

 

tested load order variation:

DEC

NDUN

RDO

EFFdialog

DF

DF-EFF-Patch

RDO-EFF-Patch

 

and

 

NDUN

DEC

RDO

EFFdialog

DF

DF-EFF-Patch

RDO-EFF-Patch

 

didnt test this tho: " I had found that ND2.0 prevents mod DeviousFollower to work properly with enslavement when ND is lower in load order. " because i have DF always below NDUN. This means that load order is imporant for NDUN + DF.

Posted
On 8/14/2018 at 6:18 PM, Senior0422 said:

I think I've found a bug...

 

I'm using 2.01 with multiple followers.  I use EFF to manage my followers.  Currently I have 4 followers.  I also use MO.  After getting my equipment back (I disabled all except finding my equipment either in the dungeon or just outside it), it seems like one of my followers equipment gets given to me instead of them.

 

Love your mod!

 

-Thanks!

 

It seems to be working as intended. ND supports up to 3 followers (see the descriptions). Any further followers' items are supposed to be given back to the PC upon quest completion.

Posted

Running into an issue, using 7/28/2018 version - I entered Cragslane cave, got the captured outcome.  After being removed from cave I reentered, and I and my follower got stripped again.  Chance is 10%, not sure if I am supposed to reenter fully nude and without weapons per game design or if this is a bug.  It also occurs in the cave after I take the chance down to 0%, then take it back up to 10%, even after quest completion.  Will advise if unwanted 100% trap event occurs again.

 

Separate item - I have loved this mod for a long time, had a couple of requests.  Can the captured event feed into mod's Defeat-lite outcomes, both sex scenes and furniture, even with immortality inactive (if this is already a thing and I need to experience event more, let me know :) )?  Also, can the armor amortization be set to function independently of immortality?

Posted
10 hours ago, Green Tryst said:

Running into an issue, using 7/28/2018 version - I entered Cragslane cave, got the captured outcome.  After being removed from cave I reentered, and I and my follower got stripped again.  Chance is 10%, not sure if I am supposed to reenter fully nude and without weapons per game design or if this is a bug.  It also occurs in the cave after I take the chance down to 0%, then take it back up to 10%, even after quest completion.  Will advise if unwanted 100% trap event occurs again.

 

Separate item - I have loved this mod for a long time, had a couple of requests.  Can the captured event feed into mod's Defeat-lite outcomes, both sex scenes and furniture, even with immortality inactive (if this is already a thing and I need to experience event more, let me know :) )?  Also, can the armor amortization be set to function independently of immortality?

1. When you enter a dungeon the first time the mod decides whether or not the entrance of said dungeon is trapped (randomly, depending on the trap chance variable). The  mod will remember this outcome (the "trapped" state of the entrance) so that you won't be able to get your equipment into the dungeon by simply leaving and reentering. (Note that the mod does not keep track of the "trappedness" of all the dungeons you've ever visited, only the latest one).

 

2. The "Captured" event (the one which uses Zaz furnitures) can be triggered by two types of events: (1) dungeon traps and (2) combat defeat, the first of which works independently of Immortality.

 

3. Armour amortisation is a part of the Immortality feature for technical reasons (it uses the same script attached to the same player alias in the same quest).

  • 3 weeks later...
Posted

I'm trying out this mod. My PC gets invariably stuck in place after freeing her hands. As far as I can tell, freeing her hands allows her to then press E (use) on the device she was locked in, but after that she becomes stuck in place. She can use open her inventory, use powers, spells and weapons, fight enemies that wander close by... but all stuck in place. The WASD keys play the running animations and the Spacebar makes her jump, but she doesn't move an inch.

 

I searched this thread and tried "setstage ndun_CaptiveQuest 100" but that didn't appear to do anything.

 

Is this known? Better yet, is there any way to become unstuck?

Posted
1 hour ago, orgs1n said:

I'm trying out this mod. My PC gets invariably stuck in place after freeing her hands. As far as I can tell, freeing her hands allows her to then press E (use) on the device she was locked in, but after that she becomes stuck in place. She can use open her inventory, use powers, spells and weapons, fight enemies that wander close by... but all stuck in place. The WASD keys play the running animations and the Spacebar makes her jump, but she doesn't move an inch.

 

I searched this thread and tried "setstage ndun_CaptiveQuest 100" but that didn't appear to do anything.

 

Is this known? Better yet, is there any way to become unstuck?

 

No, it's not known. The underlying reason must be an unusual one (not even necessarily originating from the mod itself). Have you used the GenerateFNISfor Users utility since the last time you installed something new (it's not necessary to run it after ND installation, but you might have installed something else). As a temporary solution: have you tried the Player control center MCM page of Zaz Animation Pack to restore player movement?

Posted
2 hours ago, orgs1n said:

I'm trying out this mod. My PC gets invariably stuck in place after freeing her hands. As far as I can tell, freeing her hands allows her to then press E (use) on the device she was locked in, but after that she becomes stuck in place. She can use open her inventory, use powers, spells and weapons, fight enemies that wander close by... but all stuck in place. The WASD keys play the running animations and the Spacebar makes her jump, but she doesn't move an inch.

 

I searched this thread and tried "setstage ndun_CaptiveQuest 100" but that didn't appear to do anything.

 

Is this known? Better yet, is there any way to become unstuck?

Just for giggles, make sure that your character is not over her weight limit.  If she's slowed in any significant way from her difficulties and overweight, she may be immobilized (at least temporarily).  Probably not the problem, but it happens.  Don't ask me how I know.  ?

Posted

I've run FNIS and started a new game, with mixed results.

 

I first returned to my initial testing dungeon, Volskygge. The PC enters the dungeon, gets knocked out, wakes up in a DD furniture but after one or two lashes, the furniture disappears, seemingly due to the whipping PC bumping into the PC, which happens 4 times out of 5 in Volskygge's narrow walkways. The PC then just stands there, and the whipping NPC freezes up for the duration of the punishment. After that the rape scene plays out, but now there's no more captivity scene, either indoor or outdoor. (Tried with the one at 100%, then the other at 100%.)

 

Then I thought I should maybe check other places, and got better results both outdoors and in the nearby Harmugstahl. There all seemed normal, except that after being locked in DD furniture, the first attempt to struggle is always successful (perhaps that is intentional), after which the PC stands locked on the ground until she frees her hands. Then, all control is restored.

 

Maybe someone else could check if things work well in Volskygge?

 

@Seeker88, thanks for the tip, but I've got Naked Dungeons set to rob the PC of all goods, so it certainly isn't an encumbrance issue. ?

Posted
3 hours ago, orgs1n said:

I've run FNIS and started a new game, with mixed results.

 

I first returned to my initial testing dungeon, Volskygge. The PC enters the dungeon, gets knocked out, wakes up in a DD furniture but after one or two lashes, the furniture disappears, seemingly due to the whipping PC bumping into the PC, which happens 4 times out of 5 in Volskygge's narrow walkways. The PC then just stands there, and the whipping NPC freezes up for the duration of the punishment. After that the rape scene plays out, but now there's no more captivity scene, either indoor or outdoor. (Tried with the one at 100%, then the other at 100%.)

 

Then I thought I should maybe check other places, and got better results both outdoors and in the nearby Harmugstahl. There all seemed normal, except that after being locked in DD furniture, the first attempt to struggle is always successful (perhaps that is intentional), after which the PC stands locked on the ground until she frees her hands. Then, all control is restored.

 

Maybe someone else could check if things work well in Volskygge?

 

@Seeker88, thanks for the tip, but I've got Naked Dungeons set to rob the PC of all goods, so it certainly isn't an encumbrance issue. ?

 

I ve had similar problems with Naked Dungeons. 

Often after beeing whipped for beeing naked the PC got stuck in place.

Same after getting tied to a furniture. Back then I did not find a workaround, basically had to load an earlier save.

Posted
11 hours ago, orgs1n said:

I've run FNIS and started a new game, with mixed results.

 

I first returned to my initial testing dungeon, Volskygge. The PC enters the dungeon, gets knocked out, wakes up in a DD furniture but after one or two lashes, the furniture disappears, seemingly due to the whipping PC bumping into the PC, which happens 4 times out of 5 in Volskygge's narrow walkways. The PC then just stands there, and the whipping NPC freezes up for the duration of the punishment. After that the rape scene plays out, but now there's no more captivity scene, either indoor or outdoor. (Tried with the one at 100%, then the other at 100%.)

 

Then I thought I should maybe check other places, and got better results both outdoors and in the nearby Harmugstahl. There all seemed normal, except that after being locked in DD furniture, the first attempt to struggle is always successful (perhaps that is intentional), after which the PC stands locked on the ground until she frees her hands. Then, all control is restored.

 

Maybe someone else could check if things work well in Volskygge?

 

@Seeker88, thanks for the tip, but I've got Naked Dungeons set to rob the PC of all goods, so it certainly isn't an encumbrance issue. ?

Oh, it's a bit more clear now.

It is not related to the new Captivity event (the one in which you have to struggle out of a Zaz furniture), since the mod never triggers any kind of whipping upon this event.

 

It must have something to do with one of the old equipment retrieval scenarios, namely the "Captive event" (the names are similar, it's pretty confusing I admit). There must be a hidden bug somewhere in that scenario. I'll look into it as soon as I have some time. Until then, you can prevent it from happening again by setting the "Captive event weight" variable to zero in the "Equipment retrieval" group of the ND MCM page.

Posted
33 minutes ago, galahad_69 said:

I'll look into it as soon as I have some time. Until then, you can prevent it from happening again by setting the "Captive event weight" variable to zero in the "Equipment retrieval" group of the ND MCM page.

 

Thanks for the feedback! I hope you can find the cause. Setting the Captive event weight to 0 would be a shame as I find it the most realistic scenario. :)

 

My take on the scenarios:

  1. Entrance event weight: why would whoever put the trap there strip the PC, place her gear nicely outside, then rearm the trap and disappear?
  2. Guard event weight: see #1, plus why would guards check dungeon entrances to confiscate all goods found?
  3. Citizen event weight: see #1, plus which respectable citizen goes around stealing stuff? (Only PC's have the right! ;) )
  4. Bandit event weight: can work, if you picture an "adventurer robber" trapping dungeon entrances in order to reappropriate their loot...
  5. Dungeon event weight: makes sense; the bandits steal the PC's gear, they aren't rapists but hope that leaving her naked at the entrance will scare her off.
  6. Captive event weight: the bandits trap the PC, steal her stuff, have their way with her and keep her locked up for ransom money or further abuse. That's what I would expect from criminals.

What was your reason to add the Body visuals/inflation part of this mod? Were you unsatisfied with existing mods that focus on this one thing already? (Fill Her Up, Pearl Juice Continued) I'd hate for this mod to become a monstrosity like DCL that tries to do everything at once, and ends up being too heavy for my load order.

 

Then again, I could say the same about the Immortality feature, but I really like your implementation. It's the only one I know of that succeeds in a) rounding up nearby NPC's for gangbangs and b) using so many of the furniture animations in Zaz 8.0+.

Its Outdoor captivity chance doesn't work for me though. With it set to 100% and all others to 0%, the PC gets raped, then the attackers wander off while a message "Your enemies can attack you again any time!" appears. I had expected for the PC to be locked in furniture outside dungeon entrance, after the rape.

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