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Old SexLab Submit - (Merge into the current Submit thread?)


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Posted

Is there a chance that this would have issues with the fight or fly mod: http://skyrim.nexusmods.com/mods/15223/?

 

I seem to be having a problem with actually getting the act to happen.  When I use the grapple effect and am successful, the animation where I punch the npc in the face a bunch of times happens, but sex doesn't actually happen.  The dialogues show up and everything, but no matter what I pick, no sex.

Posted

The Surrender or Die! dialog topic has been very iffy for me too, most of the time I can't even enter into a conversation with a bandit that has been grappled, and well, I've been testing it in Halted Stream camp so for all I know the problem might be there. Surrendering myself seems to work all right, but I really don't like zeroing out the followers outfit, since generally the default outfit is what they'll wear when not following.

 

If they re-agro on you, then like Crate123, use the console and tell me the results.

 

As to the outfit, if I don't zero out the outfit, they then magically equip a new set, despite having just handed over the original set.  Which to me seems worse.

 

However, I understand what you are saying.  I just tested it with Jenassa.  We surrendered, she lost her leather armor.  She was completely nekkid, so I gave her a set of plate I happened to have in my inventory, as my own worn gear was stolen.  I dismissed her.  She returned to Whiterun, and was still nekkid, yet the armor I gave her was in her inventory. 

 

But, as soon as I tried to remove or add one thing, she automatically equipped the best gear, which happened to be the plate she was wearing when I dismissed her.

 

I wasn't really aware of that behavior upon dismissal, so yeah, I guess I didn't fully account for that.  I figured they would retain wearing the best item per slot as possible.

 

That being said, I still don't want them to retain their base set of gear, since otherwise there didn't seem to be much of a penalty to them for surrendering and being robbed.  So I will probably add some rags or something to the outfit so they at least aren't nekkid back in town.

 

Edit: Tested this, seemed to work fine.  Now Jenassa is stripped of her equipped gear, her Outfit is changed to one that is made up of ragged tunic, trousers, and feetwraps, which is then promptly unequipped so that she is properly nekkid along with the player.  If dismissed, she will return to Whiterun, and be automatically wearing the rags inside the inn instead of remaining nekkid.  And if you give her any gear, by default it will be better than rags, so she will auto equip that instead.

 

Preserves the intention of the original without leaving dismissed followers nekkid around town.  :)

Posted

Is there a chance that this would have issues with the fight or fly mod: http://skyrim.nexusmods.com/mods/15223/?

 

I seem to be having a problem with actually getting the act to happen.  When I use the grapple effect and am successful, the animation where I punch the npc in the face a bunch of times happens, but sex doesn't actually happen.  The dialogues show up and everything, but no matter what I pick, no sex.

 

Eh, it is possible.  I add the victims to an alias to make them use a follow AI package so they stop wandering off midway through everything.  And that mod appears to use aliases as well to handle almost everything it does.

 

So, it is possible.  If you want to rule it out, try disabling it and then trying Submit.

Posted

ok, here's the scoop, they still fight me at aggression 0, and setting they aggression to 1 and stopcombat doesn't make them any more talkable either.

 

But here's the more curious thing, once I get the grapple in and they go into the bleedout state, they only stay there for like a second or two before they ragdoll backward and then they get up ready to get keep on fighting, If I use Sexlab's Defeat Knockdown option they stat in the bleedout state and it's possible to talk to them, but the submit or die! dialog won't show up there, which is understandable,

 

As for the default outfit stuff, EFF and BBLS both have options to change the default outfits so while zeroing out the default outfit is a bit of a pet peeve of mine, it's not without a solution.

 

Oh, also, I don't know if it was your mod that did this, or another one here, but I do remember a mention of it. After the grapple when I have been unsuccessful in talking to them, they just automatically died after a while. If it's your mod that does this then it's working fine, if not then that may actually be the source of the conflict.

Posted

Hi,

 

I have a little problem with this mod (which looks great, by the way).

 

I downloaded SexLab, and tried today SexLab submit for the first time. So, it's the first time ever I use a SexLab and Sexlap Submit application.

 

I found a guard in Solstheim (Dragonborn DLC), and in Falkreath. Both time, with my girl character, I shouted and submitted to the guard (Hotket NP7).

My girl submitted, raised the arms (great animation!), had her face punched by the guard, and then stripped, but not of all her stuff. My LadyBody girl kept her Ladybody Panty ( a special addon of LadyBody mod), finger rings, and her arrow bag. The guard took the rest of the clothes, but didn't raped her.

 

I tried to submit to random bandits, and exactly the same scene happened: my PC being punched, stripped (not full stripped), but no rape animation.

I tried to change some settings in SkyUI, but it looks like there was no different effect.

 

Maybe I don't know how to use SexLab? I didn't add any Arrow animations, as I think I understood that a lot of these animations are already in the SexLab package ( I downloaded and installed the lastest version of Sexlab, the 1.11)

 

Any idea?

Posted

Hi,

 

I have a little problem with this mod (which looks great, by the way).

 

I downloaded SexLab, and tried today SexLab submit for the first time. So, it's the first time ever I use a SexLab and Sexlap Submit application.

 

I found a guard in Solstheim (Dragonborn DLC), and in Falkreath. Both time, with my girl character, I shouted and submitted to the guard (Hotket NP7).

My girl submitted, raised the arms (great animation!), had her face punched by the guard, and then stripped, but not of all her stuff. My LadyBody girl kept her Ladybody Panty ( a special addon of LadyBody mod), finger rings, and her arrow bag. The guard took the rest of the clothes, but didn't raped her.

 

I tried to submit to random bandits, and exactly the same scene happened: my PC being punched, stripped (not full stripped), but no rape animation.

I tried to change some settings in SkyUI, but it looks like there was no different effect.

 

Maybe I don't know how to use SexLab? I didn't add any Arrow animations, as I think I understood that a lot of these animations are already in the SexLab package ( I downloaded and installed the lastest version of Sexlab, the 1.11)

 

Any idea?

 

The clothes is something you have to change yourself in the sexlab ui, it is not exactly intuitive which of the special clothing slots compare to the more special pieces of equipment out there, so for safety I tick everything except jewelry.

 

For an aggressive scene to happen, it has to be ticked in both Aggressive Animation and regular Animations in the sexlab ui, if you only tick it in Aggressive then they wont happen.

Posted

Actually, now that I'm paying attention, the entire coercion dialogue is missing from NPCs, the one that goes "how about we get to know each other" or something like that. And using a save that had the previous version with the hotkey hotfix doesn't seem to have the dialogue either. That version also refuses to show the "submit or die!" dialog, but I'm sure the mod used to work in some version before the hotkey fix.

Posted

 

 

The clothes is something you have to change yourself in the sexlab ui, it is not exactly intuitive which of the special clothing slots compare to the more special pieces of equipment out there, so for safety I tick everything except jewelry.

 

For an aggressive scene to happen, it has to be ticked in both Aggressive Animation and regular Animations in the sexlab ui, if you only tick it in Aggressive then they wont happen.

 

 

Thanks for your help.

 

I was trying some differents settings in the MCM menu, and found the menu you're talking about.

I just understood that the area of NPC "in the action" is wider than I thought.

 

I think when I tried with solstheim guards, that there were more than 5 people in the action (6, with my PC), and I think that's why no sex happened.

 

I just tried in the same bandit camp I tried earlier, but killing a few of the bandits, keeping 2 of them alive. Then, my girl surrended, and Yeeeepeeeee!!! A sex action happened!

 

Sorry for annoying you, guys! And thanks again for this nice feature! Looks to be OK to use it with SD, as long as you submit early in the combat (or directly without any fight).

Posted

Doing a just as clean save as possible from the old version into the new one solved the "submit or die!" dialog problem now showing up. I also guessed that most low level bandits like those in halted stream camp probably take bleeding damage pretty bad from high level characters, so they tend to die before they can finish the entire submit routine. So just grappling them at like half health allows them not to die before hand.

 

They're still not stopping combat automatically, so I have to keep my followers passive so they don't kill the bandits before I can talk to them. Using Sexlab Defeat's knock down feature still allows me to talk to them while stopping combat and do the "submit or die" dialog and everything. But I really like the grapple feature so I want to get it to work.

Posted

 

Is there a chance that this would have issues with the fight or fly mod: http://skyrim.nexusmods.com/mods/15223/?

 

I seem to be having a problem with actually getting the act to happen.  When I use the grapple effect and am successful, the animation where I punch the npc in the face a bunch of times happens, but sex doesn't actually happen.  The dialogues show up and everything, but no matter what I pick, no sex.

 

Eh, it is possible.  I add the victims to an alias to make them use a follow AI package so they stop wandering off midway through everything.  And that mod appears to use aliases as well to handle almost everything it does.

 

So, it is possible.  If you want to rule it out, try disabling it and then trying Submit.

 

 

I did as asked and turned off Fight or Fly.  Lo and behold, that was indeed the problem.  I guess if FoF gets to the NPC first, then Submit can't touch them.

 

 

So on to the next question... since the player can choose to submit rather than being forced to, are you planning on implementing a system where npcs will voluntarily submit?  Also, one where they will try to use a grapple type effect on the player?

 

 

Also, another question!  Would you be able to/consider adding a control scheme where instead of a defined hotkey, we can use a combination of Block + Activate to engage the submit effect?

 

 

Also idea!  This might be complete garbage, but would you be able to make it so that the Grapple effect functions similar to a shield bash?  i.e. uses the animation ( seems like it would look decent ) and staggers the target ( possibly with a stamina cost ), because often after using the grapple effect the npc will still get a few hits in on me.  The result would be that it helps fill the gap of time between when the power is used and when the effect takes hold if it's successful, and if it fails then it kind of looks like the NPC lunged away from you to avoid being got by you.

 

 

Also, yet another request!  Make the shout effect available as an actual shout that I can use with my shout key?  Would be super convenient to be able to use it with my shout key instead of an extra hotkey.

 

 

So um... but yeah, this won't work alongside Fight or Fly  ( ^ _ ^')

Posted

So many responses since I had dinner, I'll try to make sure I hit all the important points I saw brought up!

 

I'll address the most important reoccurring one first:

For all of those that were having the issue where, despite the Shout/Grapple/whatever succeeded, the target would re-agro, and they used the console test as instructed, dropping their Aggression to 0 and issuing the target a StopCombat command, and they STILL re-agro'd?  Then that is not my mod causing that, and something else is interfering, because those debug commands are straight Skyrim default debugs.  What mod is causing the conflict, I couldn't even begin to imagine, but there is nothing else I can do with my mod, because I am already telling it to set Aggression to 0 and StopCombat().  As soon as the enemy drops agro and the player stops attacking, your follower should also stop attacking.

 

Now, the only random quirk I've seen is my follower was already mid-swing when I told them to submit, which is precisely why the command to drop combat is given twice.  I've also had a situation where bad timing happened that where I did the grapple, the submit succeeded, but my follower's final swing was already in motion and killed the bandit.  Now, I have a check that requires the target to be alive before the submit is done, but technically, they WERE alive, and then the late swing killed them.  So then there was this weird display of a corpse kinda wriggling around a bit as it tried to execute the script.  Kinda fluky, and why I usually don't bother with followers because they are usually kill-stealing idiots that get in the way. :P

  •  

As to changing outfits, indeed, there are other mods that allow you to change default outfits, so I wasn't too concerned about it.  However, the "empty outfit means they will default to being naked when dismissed" was not the intention, especially when they have stuff still in their inventory.  I didn't realize they were too stupid to check their own inventory once dismissed UNTIL something affects their inventory (i.e. reinvite and then handing them anything, for instance).  So I added rags to the outfit, so that while they will wind up stripped and naked in the event of a surrender, if dismissed, they will have rags to equip so they don't remain naked in town.  That will be in the next update.  (Probably tonight)

  •  

As to not stripping and stealing other things, yeah, that was just me being lazy.  I'm probably not going to bother with every conceivable item slot beyond the standard Weapon, Offhand/Shield, Ranged, Chest, Glove, Boot, Helm.  But I did neglect the, Arrows, Neck, and Ring slots, so I will add those for tonight's update.  Exotic slots that are made use of by other mods I'm not really going to bother with, and I will leave that up to you just configuring that slot in your Sexlab Framework MCM.

  •  

@SkatingJesus, specifically: Yeah, the lack of sex scenes is going to be one of two things:

  1. You just installed or upgraded your Sexlab Framework, by default, Devil's 3-way and Tricycle are not checked for aggressive animations, so there aren't any valid 3-way animations available by default.  StartSex() is called and it just ends.
  2. Something hostile was nearby and put your character "in combat" before the sex starts, in which case, it aborts so that you don't get stuck while getting attacked.

That being said, I *believe* I can also just specify a particular animation if I want, so I will probably just tell it to use the Devil's 3-way, because that is the only one where the one in the middle looks like they are being vicitimized as it is designed for a M-M-F setup, where Tricycle doesn't really seem to have a clear cut victim, being more of a M-F-F setup.  That will eliminate future oversights regarding #1 above.

  •  

If the Coercion option is missing, and you don't have the MCM option turned off, and their health is >90%, then I'm not sure.  If their health is <=90%, you get the "Submit, or Die!" dialog instead.  If you aren't getting either, and it's not some kind of a fluky NPC that has a lot of Blocking dialog interfering, then I don't know.  But it looks like you said you did a 'clean save', as much Skyrim allows, and can see at least the Submit dialog.

  •  

As to enemies voluntarily submitting, and a lot of the things brought up in the last post before I began responding, eh, probably not.  The original version of this mod was done in a fashion like a much older (and I believe now defunct) mod called 'Mercy', which edited ~20 BleedOut and Flee dialogs from the DialogGeneric Quest.  Problem with that, other than messing with stock Skyrim files, is that often time, you would end up triggering a killmove on weaker enemies before it ever happened.  So I'm happy with my method as it allows the player to choose when they try, early or late in the fight, as opposed to some auto-script firing off at some point that may end up being too late to do any good (i.e. killmove triggered)

 

I also originally was going to use a Shieldbash animation before I came up with the Shout idea, but casters and ranged don't have a bashing animation to use.  But by lore, the player character is always a Dragonborn and has access to Shouts, so then it didn't matter.

 

As for the Grapple, itself, last night I was actually contemplating using the Shieldbash animation as kind of a visual clue to let you know you attempted something, but I ran into the problem where the animation is whatever the animation was intended to be, which meant the various bashing animations are bashing animations, which means they do a slight bit of damage, which means I was actually killing some of my test subjects before I could actually execute the Grapple.  Plus, again, there's the issue from before of casters and ranged don't have a bashing animation.

 

I have no intention of having enemies using the Grapple and such on the player at some low health % trigger or something, because again, I only added the feature as a bone to those that wanted it (Because I really don't care about the surrender portion other than that it works as intended).  My intention with the mod was *always* to give the player the choice to do things.  It is their choice to try to dominate and force an opponent to submit, and it should be their choice to recognize they are outmatched and surrender.

 

That is my philosophy on the matter, but even beyond that, there is the fact that if I made it work in such a matter, then my mod would be in direct conflict with both Sexlab Defeat and the Sanguine mod(s), as they both trigger upon some preset low health %, meaning you would have to choose between the 3 which would be the lowest so one would always win out over the others.  While Defeat and my mod accomplish very similar things, as far as I know, Goubo and I have approached those things in different manners, so much so that both of our mods are relatively compatible with each other.  I can't speak personally to this, as I don't use his, but I have read many people that have stated they use both together.

 

As to making the Grapple/Ambush/etc work off some combination of the Activate + [insert other condition], again, two things on that:

  1. I am quite happy with the Hotkey system I am using now and don't really see a strong need to change it. (Especially now that the fucker is working far more reliably now! :P)
  2. As I understand it, Defeat utilizes the Activate + [insert other condition] approach to certain things.  I would then be in direct conflict with that mod if I did the same.

 

 

Okay, I think I hit most of the major points I saw.

Posted

I find that using Submit along with Defeat lets me get the best of both worlds. I use Submit for players making the npc submit and for voluntary submitting to the enemies and I use Defeat for the player involuntarily submitting by being beat down.

 

 

Its really weird with the low level bandits not submitting properly. I tried it on a witch who couldnt have been more than level 1 or 2, I one-shotted her with my axe and had to use my fists to beat her down. It worked perfectly on her and later on I took on a higher level bandit and again it worked perfectly. It's litterally only really low level bandits who wont submit. I tried unchecking all the mods I could think might pose a problem and nothing helped so I will just have to accept that low level bandits are highly resistant.

Posted

I can actually see the submit dialogue and the coercion dialogue now, so everything seems in order. As for them still aggressive at 0 and attacking, if that's another mod then I'll start disabling mods as a test and see if I can find the culprit. I think it may be Ultimate Combat, as that tends to do pretty funny stuff. It's always possible to drop a calm spell on the bandits after the grapple, but I imagine higher leveled bandits will not be so cooperative.

 

And yeah, in any case, both submit and defeat work very nice together and the knockdown feature already compensates for whatever else is causing the conflict with bandits staying aggressive. Still not sure why the bandits die after a time when grappled, or if that's how its supposed to work.

 

And I think I managed to grapple a dead body once, since the live bandit was too close to it.

Posted

That's basically what I've read by people that use both.  Both mods together cover greater aspects than either do alone, and that is why I definitely am hesitant to alter mine in a way that I know would directly conflict with Defeat.

 

Those low level bandits that just won't take a hint, the console commands as described still resulted in them attacking?

 

If so, then something else is definitely affecting them.

Posted

Yeah, they usually stop for a bit but then they're back fighting again, it's why I suspect it's a combat mod, so either ultmate combat or deadly combat, as I use both on my end. Ultimate Combat in particular, since it affects specifically the target of your attacks and nobody else.it also makes heavy use of kill move animations and the mechanics of them.

Posted

I can actually see the submit dialogue and the coercion dialogue now, so everything seems in order. As for them still aggressive at 0 and attacking, if that's another mod then I'll start disabling mods as a test and see if I can find the culprit. I think it may be Ultimate Combat, as that tends to do pretty funny stuff. It's always possible to drop a calm spell on the bandits after the grapple, but I imagine higher leveled bandits will not be so cooperative.

 

And yeah, in any case, both submit and defeat work very nice together and the knockdown feature already compensates for whatever else is causing the conflict with bandits staying aggressive. Still not sure why the bandits die after a time when grappled, or if that's how its supposed to work.

 

And I think I managed to grapple a dead body once, since the live bandit was too close to it.

 

I knew I missed a point or two in my big long multi-point reply earlier.

 

No, the Grapple does 0 damage.  The Shout does 0 damage.  The Ambush does 0 damage.

 

100% of the things I incorporate do 0 damage.  The sole exception is the dialog option to "Get rid of any witnesses" in which case, I do the H2HSlam animation, but don't abort it early like the Sleeper and ComboA, so they are intended to die at the end of that.

 

Everything else, while perhaps not pleasant, is intended to be nonlethal.  So if they are dying at the end of the Grapple, and they aren't suffering some kind of DoT effect, either from a spell or weapon bleed from a talent (I've had that happen many times during testing, making me reload since my victim just died), then something else is definitely affecting the poor NPC.

 

An already dead body doesn't meet the criteria, however, a bandit that is close to death, fails to the Grapple and submits, and THEN dies?  Due to a DoT or a late swing from a follower (Stupid kill-stealing Jenassa! :angry:  Bad girl!), then yeah, the body will twitch and writhe as the script tries to play on a dead body. :P

Posted

Yeah, I'm using a sword and stuff, but they do occasionally die, it takes them like a minute, so it's clearly something meant to get rid of NPCs that are running away in fear. Not Fight or Flight, but something similar, as I don't have that one mod. It's why I'm still blaming the combat mods. I tried with both deactivated but I haven't tried a full uninstall yet. In any case I'm pretty sure it's not your mod's fault now.

Posted

Yeah, I'm using a sword and stuff, but they do occasionally die, it takes them like a minute, so it's clearly something meant to get rid of NPCs that are running away in fear. Not Fight or Flight, but something similar, as I don't have that one mod. It's why I'm still blaming the combat mods. I tried with both deactivated but I haven't tried a full uninstall yet. In any case I'm pretty sure it's not your mod's fault now.

 

I tried uninstalling Ultimate Combat and that didnt do anything and I dont have Deadly Combat so that cant be it. Do you use SkyRe by any chance ?

Posted

I don't use SkyRe, no, if you were asking me.

 

And right now, I'm hunting for whatever is the dang ammo slot number.  You'd think it'd be readily available, but even my google searches on "Skyrim ammo slot" aren't helping so far!

 

Edit: http://www.creationkit.com/Ammo_Script

That's less than helpful!  The Ammo Script has zero Functions and Events to affect ammo!  Wha?! Bah, enough time wasted on this.  I've added Necklace/Rings to the list of what gets stolen, but if equipped Ammo is going to be this much of a pain, stuff it.

 

Moving on!

Posted

I don't use SkyRe, no, if you were asking me.

 

And right now, I'm hunting for whatever is the dang ammo slot number.  You'd think it'd be readily available, but even my google searches on "Skyrim ammo slot" aren't helping so far!

 

No I meant for ttpt since he seems to have the same issue I do.

Posted

wow missed some things, however same deal as all others about the aggression sticking after using the shout, i'm not using any combat altering mods, except TK dodge, TK parry and TK recoil;

remember i told you that my character was dying after submitting and being beat down? i started a new game and the features worked fine... worked until i started changing some animation setting in SexLab MCM menu, after that all of them were back... dunno how that's related, this was with the previous mod version

 

can mods that have effects implemented through some cloak like invisible spells be messing things up?

Posted

I do incorporate a cloak spell to trigger the surrender effect, making enemies go neutral, your follower surrender, etc.  However, I made sure to check the "no hit event" and other such stuff to avoid what is referred to as the "brawl bug" and such.

 

But that is only for the surrender, and has no bearing on them re-agroing on a submit.  And the fact that the console commands don't even keep them passive is a strong indication something is affecting them.  I just have no clue what, since I can't replicate it.

 

Actually, those with this issue?  Try this.  Disable *my* mod only, leave the rest of your mods running, then pick a fight with a lone bandit or some naturally hostile NPC.  Make sure they are alone so they don't retrigger because of nearby friends.  THEN use the console commands as I instructed earlier on the previous page.  Do they pause then re-agro still?

 

Either way, I'm getting ready to update with some minor bug/cosmetic fixes, none of which would have any bearing on this re-agro issue.

Posted

No SkyRe and disabling both combat mods didn't do much either, but I'll get around to testing the re aggro without your mod in a bit and we'll see how that goes.

Posted

  • 14JUL13, ~2230CST: 

  • Fixed a bug where if you used the Grapple with < 50 Stamina, the Shout would fire instead.

Also converted the Ambush over to not triggering the Powers cooldown and instead requiring 50 Stamina to use.

Removed the Surrender from the Powers cooldown.  Given the loss of dignity, gold, and gear, I didn't feel there really needed to be cooldown or cost to the ability.  However, it will still only activate it you are not in combat, in stealth, and weapon is sheathed.

Added or revised visual cues to the Shout, Grapple, and Stealth, even if the player doesn't have a target or is out of range.

Added the necklace and ring slot to what is stripped from victims, both player and NPC's (Including followers)

Added a custom outfit to a follower that is with you when they surrender so that if they are dismissed, when you encounter them again where ever they normally hang out, they will be dressed in rags to remind you of your ignoble fate! ;)  (Gear given to them after surrendering and before dismissing them will remain in their inventory, and they will auto-equip the best gear once you offer to trade them something.  They will just be in the rags until that point)

Removed the "Aggressive" tag from the StartSex() calls for 3-ways for the time being, so anyone that has never set, or recently updated their Framework, and is confused why it doesn't play anything will now see Arrok's Devil's 3-Way and/or Tricycle.

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