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


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Posted

 

At home now, just tried it, and it worked like a charm! And yep, saw the courting one, which I figured there was because Romance had a "I'm seeing someone right now" rejection.

 

Married will have the biggest penalty, Courting next, Wrong Gender the 3rd, and different race will be the least.  Should give plenty of variations and definitely make some NPC's more difficult than others without going into complex mathematics for a simple binary outcome.

 

 

Are you planning on making the penalties and cooldowns toggleable, like Romance did?

Posted

Your creative use of kill move animations made me wonder something... would it be possible to do something where, in the middle of a sex animation, you could trigger a kill move that kills your partner?  Sort of a "sex assassination" thing.

 

I like the idea of using sex to kill people... sort of like a reverse Jack the Ripper... Jackie The Ripper? :3

Directly?  No.  In the middle of the animation, it's in the realm of the Sexlab Framework, and I'm not touching that.

 

Outside of it, eh, I could add a hook, but I'll pass.  For a submitted target, if you talk to them again, there is the option "I'll get rid of the witnesses" which does a killmove on them.

Posted

 

 

At home now, just tried it, and it worked like a charm! And yep, saw the courting one, which I figured there was because Romance had a "I'm seeing someone right now" rejection.

 

Married will have the biggest penalty, Courting next, Wrong Gender the 3rd, and different race will be the least.  Should give plenty of variations and definitely make some NPC's more difficult than others without going into complex mathematics for a simple binary outcome.

 

 

Are you planning on making the penalties and cooldowns toggleable, like Romance did?

 

Not really planning on it for either.

 

There is no cooldown on success.  If you score, you can try your hand again as soon as you stand up.

 

As to the penalty, the ones for gender/race are rather small.  Race is just a -5, and gender is -10.  Since these are the ones that will vary based on the player character, I wanted to make it just enough to keep things interesting, but not so penalizing that you can't overcome.  And that's what the 0-25% bonus MCM slider is for if you want to make it easier.  Also, keep in mind, neither will apply to an actual spouse your character has married.

 

The courting/married NPC's will have the largest penalty, and Romance didn't allow those to be turned off either.  These I feel comfortable making the penalties much higher (-20 for courting, - 40 for married) because:

  1. It's the same for all players, so no particular race/gender combination character is being slighted over another with a particular NPC
  2. The NPC is in a relationship.  Of course it is going to be harder! :P

In fact, I think similar to the Jarls, I think I will require some minimum amount of success chance before you can score with a married NPC, or just have your RelationshipRank at least be a 1.  Because it's kind of silly that some level 1 nobody just keeps badgering a married NPC and eventually they just roll within the 10% window and get lucky. :P

Posted

I have a problem with this mod... shout dissapeared (from spells) after i checked that thing in mcm to use alternate way to submit. I tried to play with some bandits, killed all but one and then tried to submit. Had success but never got option to take her items or to talk.

First i took off her dagger then she stood up and continued to attack with a bow then when i took that too she seemed to take a bow from other bandits... eventually she died after lots of fist hitting... something is broken...

Posted

Edit: To handle Married/Courting NPC's, I will simply have their penalties be the only exception that bypasses the minimum chance of 10-35% (depending on your difficulty slider).  That means if you only have the 35% minimum chance, a married NPC will have a net -5% chance, so impossible.  A courting NPC will have a net 15%, so possible, so low chance.  So if you want them to commit adultery, you need to work on your game, playa! :P

 

Edit2: For the initial release, Jarl's are disabled as potential targets.  Handling the Thane check per hold wasn't as straight forward as some of the others, and I don't want to get bogged down on this now.

 

Now on the good sex vs bad sex post coitus RelationshipRank adjustment hook. :P

Posted

I have a problem with this mod... shout dissapeared (from spells) after i checked that thing in mcm to use alternate way to submit. I tried to play with some bandits, killed all but one and then tried to submit. Had success but never got option to take her items or to talk.

First i took off her dagger then she stood up and continued to attack with a bow then when i took that too she seemed to take a bow from other bandits... eventually she died after lots of fist hitting... something is broken...

There are not only numerous pages within this thread discussing this, but I made a detailed step by step check for you to make under "Known Conflicts" on the OP on the main page of the mod that details everything that I know about it.

Posted

 

I have a problem with this mod... shout dissapeared (from spells) after i checked that thing in mcm to use alternate way to submit. I tried to play with some bandits, killed all but one and then tried to submit. Had success but never got option to take her items or to talk.

First i took off her dagger then she stood up and continued to attack with a bow then when i took that too she seemed to take a bow from other bandits... eventually she died after lots of fist hitting... something is broken...

There are not only numerous pages within this thread discussing this, but I made a detailed step by step check for you to make under "Known Conflicts" on the OP on the main page of the mod that details everything that I know about it.

 

 

I have read original post and im not sure what other mod could be a problem. Everything was working fine untill i decided to change shout to grapple. Then shout dissapeared from skills and now theres no way to return it. I thought maybe its outdated sexLab but now with new version of sexlab still no fix for this.

Im new to this mod so im not sure if things should work like they do for me:

Is it as intended that when you uncheck grapple that submit button (numpad7) is playing shout?

Then again why shout is no longer present on the skills list... (why would other mod remove this skill?)

Could it be something with this script or whatever is used to change hotkey behaviour?

I dont have any other mod that could influence combat...

Posted

The Shout isn't a true shout.  It is triggered off the Hotkey, and it never showed up under the skills list, so I don't know what you are referring to.

 

And if the NPC's are re-agroing, then something is influencing NPC's outside of my mod, because they have never re-agro'd on me on any bandit testing I've done.  I can't trouble shoot what I can't witness, and I've spent enough time trying to divine what mystery mod is influencing it.

 

The next update will have the calm effect put back in, and that is pretty much the extent of what I can do.

Posted
  • Post Coital Bliss added == 10% chance after seducing or bribing the target that their RelationshipRank() will be improved by +1, up to the max of 4.
  • Added debug.notification display for Married or Courting NPC's, warning the player they will be "extremely difficult" (-40% chance) or "difficult" (-20% chance), respectively, before the player attempts to seduce/bribe/coerce.

Am going to try to get the Follower 3-way support finished tonight, which will just leave the "Bound & Gagged" alternative to getting completely robbed during player surrender and NPC bounty turn in for tomorrow, and then hopefully update Fri night.

 

Edit: Changed max rank from 3 to 4, since multiple 4's won't conflict with a "spouse" NPC.

Posted

The Shout isn't a true shout.  It is triggered off the Hotkey, and it never showed up under the skills list, so I don't know what you are referring to.

 

And if the NPC's are re-agroing, then something is influencing NPC's outside of my mod, because they have never re-agro'd on me on any bandit testing I've done.  I can't trouble shoot what I can't witness, and I've spent enough time trying to divine what mystery mod is influencing it.

 

The next update will have the calm effect put back in, and that is pretty much the extent of what I can do.

 

I was pretty sure that i used submit shout first by using regular shout key... no idea how i managed to use shout when my shouts are all locked... but i could be wrong on that it was late in the night...

Ill try to do some testing disable some mods and see when things start to function again...

Posted

How would you handle a 3-way with a married or courting couple if the PC is at least Friends with both NPCs?

Eh, I'm not really planning on getting that involved with it.

 

You proposition a NPC, if they say Yes, you ask them to go somewhere private first, while they are on follow, you ask your active follower to join you.  They say Yes/No.

 

Follower says Yes = 3-way

Follower says No = Can still have a 2-way with the first NPC.

 

Or so goes the theory.  I have all of that working last night other than the actual 3-way starting, so I have to look into why it didn't trigger.  Was getting late, so I probably missed something obvious.

 

I'm still going to work on the Boung&Gagged alternative and the Bounty Turn-in tonight, and (unless either of those give me trouble!) still plan on updating Fri.  So if the 3-way is still not actually doing anything, I'm not going to terribly sweat it and make me delay further over it, and I'll just get it working in a following update.

Posted
  • Post Coital Bliss added == 10% chance after seducing or bribing the target that their RelationshipRank() will be improved by +1, up to the max of 3.
  • Added debug.notification display for Married or Courting NPC's, warning the player they will be "extremely difficult" (-40% chance) or "difficult" (-20% chance), respectively, before the player attempts to seduce/bribe/coerce.
Am going to try to get the Follower 3-way support finished tonight, which will just leave the "Bound & Gagged" alternative to getting completely robbed during player surrender and NPC bounty turn in for tomorrow, and then hopefully update Fri night.

 

Not sure where you got 3 as the maximum relationship rank but here is the complete list taken from the Actor.PSC script file:

 

; Relationship functions use the following values:

; 4 - Lover

; 3 - Ally

; 2 - Confidant

; 1 - Friend

; 0 - Acquaintance

; -1 - Rival

; -2 - Foe

; -3 - Enemy

; -4 - Archnemesis

 

You should definitely consider the negative ranks in your calculations.

Posted

I'm well aware of the rank list, which is why the negative ranks already are factored in.  You effectively have a penalty if the rank is negative.  It's 10 * Rank, so you have a -40% penalty to seduce your Archnemesis.  Granted, you probably won't have consensual sex with too many -4, but you can easily have a -1, like some of the people you piss off during the Thieve's Guild chain, etc.  So you'd have a -10% penalty with them since they are mad at you.

 

As I have already commented on this a page or so back when the subject was first (jokingly) brought up, the cap for the Bliss +1 is set to 3 because I thought 4 was reserved was "spouses", and I didn't want to inadvertently mess with that somehow, but that doesn't stop you from improving relations with someone that was a negative previously.  If you charm the pants off a -1 and give them a good, solid boinking, they may improve to a 0.  Then a 1, so on until they are a 3.

 

Consider it makeup sex if they are in the negative! :P

 

So as to the "3" cap, if you can have multiple 4's without issue, then absolutely, the cap can be 4.

Posted

Ok, good to know you already have the full ranks incorporated. I have found nothing that limits rank 4 to spouses though and have had many NPCs with rank 4 relationship to the player without any strange consequences so you could incorporate rank 4 as well.

 

My old SexAddicts mod would raise people to rank 4 after successful sex.

Posted

Ok, good to know you already have the full ranks incorporated. I have found nothing that limits rank 4 to spouses though and have had many NPCs with rank 4 relationship to the player without any strange consequences so you could incorporate rank 4 as well.

 

My old SexAddicts mod would raise people to rank 4 after successful sex.

Fair enough.  I figured I would err on the side of caution, but if it's not an issue, then 4 it is!

 

Probably should add a little notification thingy to let you know you made their toes curl or something as well when it procs.  Will add that tonight.

 

Heheh, and I'll make them use the "You've done well!" shared response. Lol. :D

Posted

Could you make a list of mods (Or just your load order) that you have installed (and have no conflict with SexLab Submit) in your original post so that everyone can see what mod that they have is making conflict with agressive NPCs? It will be lot easier for everyone to find conflicting mods.

Posted

Could you make a list of mods (Or just your load order) that you have installed (and have no conflict with SexLab Submit) in your original post so that everyone can see what mod that they have is making conflict with agressive NPCs? It will be lot easier for everyone to find conflicting mods.

 

Eh, I've made a post somewhere several pages back doing the same trying to help others that are having the same issue.  I'm at work, so can't just copy/paste a new one, and you can look through the previous pages just as well as I can.

 

My load order is ESM's, then the Unofficial Skyrim/DLS fixes, then SkyUI, then my mod, then everything else.  Of course, "Everything else" is only maybe ~2 dozen or so mods, unlike the well over a hundred that so many people have.

Posted

Im not sure whether this should go in your mod or somewhere else but I will suggest/ask it here first.

It would be awesome if there was an option to feed for blood(if you're a vampire) during sex, it seems like that would be just the right time to do it :)

 

Storytime:

Had a weird little incidint today, I have immersive patrols installed and a group of 4 bandits jumped me, I ran to the nearest guard and she was kind enough to help me beat them. After the fight one bandit had sort of run away so I tracked him down and proceeded to start a rape (I use the "female character is the victim" from your mod), the guard walks close enough to see us, fines me 40 gold and arrests me for "raping" the bandit she had just helped me beat down. Its ok to kill people but rape is out of the question!

Posted

Im not sure whether this should go in your mod or somewhere else but I will suggest/ask it here first.

It would be awesome if there was an option to feed for blood(if you're a vampire) during sex, it seems like that would be just the right time to do it :)

 

Storytime:

Had a weird little incidint today, I have immersive patrols installed and a group of 4 bandits jumped me, I ran to the nearest guard and she was kind enough to help me beat them. After the fight one bandit had sort of run away so I tracked him down and proceeded to start a rape (I use the "female character is the victim" from your mod), the guard walks close enough to see us, fines me 40 gold and arrests me for "raping" the bandit she had just helped me beat down. Its ok to kill people but rape is out of the question!

Rape is bad, mmkay?

 

Yeah, that little scenario was brought up a page or two ago, and I plan on trying to put a crude Faction check against bandits, necros, conjurers, forsworn, and other common "bad guy" factions so they don't put out the alert.

 

Not really planning on doing anything related to vampires.  I'm sure there are vamp mods out there that can do similar.

Posted

Oh, how designs change as you progress and discover issues!

 

Was working on the "Bound & Gagged" alternative to having all of your gear stolen on a surrender, and discovered 2 things:

  1. Disabling the Inventory menu also disabled the Map menu, so it became an all or nothing thing.
  2. Most of the "Bound" animations either prevented movement, or if they allowed movement, immediately went away doing something as mundane as jumping

Due to these things, I've decided to change up the alternate penalty a bit.  Instead of making it so you can't use weapons/spells/your inventory for 24 game hours or until you find a guard, instead, I am just going to lock you in place for 1 minute 30 seconds while using this very nice "wrists bound behind your back while on your knees" animation that I found in the CK list.  After the minute is up, you "work free from your bindings!" and can then escape, fight, cast, inventory, etc.  All of the gold you are carrying on hand will STILL be stolen, even with this option, and will be put in the inventory of the first NPC to assault you. (In the event of two or more)

 

Also, the process of trying to get free is very painful, what with the robe chaffing the skin of your wrists.  So you will find that you can't just use the 'wait' option while 'taking damage', and will instead have to wait those 60 30 seconds.

 

Because I'm just that evil.  Mwuhahaha! :D

 

That part is done and working for the most part, just have some minor clean up on it and adding in the actual MCM toggle to make it happen.  If you don't use this option, then surrendering will work exactly how it currently does: i.e. robbed of all your gold and gear, immediately can get up and move and do whatever, minus your gear.  Again, your gear is not "gone", it's just in the inventory of the first NPC to assault you.

 

Decided I will hold off on the NPC bounty turn in until a future update.  Don't want to get side tracked and potentially bogged down on that, especially since I am still working out the follower joining in a 3-way.  Everything seems to be working up until what should be the SexStart() call, and then nothing, so I need to work out the issue there.

 

So, a Fri evening (tomorrow) update still looks like the plan.

 

Edit: After a bit of play testing, decided to lower the 'Bound' period from 1 minute to 30 seconds.

Posted

I had a Utility.wait(0.1) between little crouch/stand visual cue for the Grapple attempts, and sometimes, you would get stuck in the crouch.  I removed that wait, which makes the visual cue a bit more subtle, but it is still there, and more importantly should resolve the random "get stuck in the crouch and have to stealth in/out to get out" issue.

 

Since the Ambush had the same thing, just in reverse order, I also removed the wait from that, just in case.  Both should work more consistently in the next update.

 

Also, added a NPC faction check, so the "Guard Alert" should not go out if you assault NPC's that belong to one of the following factions:

  • Bandits
  • Necromancers
  • Forsworn
  • Warlock (Conjurers, Frost Mages, etc)

There may be others I overlooked, but that should hit the vast majority of the ones you'll encounter out in the open.

Posted

I had a Utility.wait(0.1) between little crouch/stand visual cue for the Grapple attempts, and sometimes, you would get stuck in the crouch.  I removed that wait, which makes the visual cue a bit more subtle, but it is still there, and more importantly should resolve the random "get stuck in the crouch and have to stealth in/out to get out" issue.

 

Since the Ambush had the same thing, just in reverse order, I also removed the wait from that, just in case.  Both should work more consistently in the next update.

 

Also, added a NPC faction check, so the "Guard Alert" should not go out if you assault NPC's that belong to one of the following factions:

  • Bandits
  • Necromancers
  • Forsworn
  • Warlock (Conjurers, Frost Mages, etc)
There may be others I overlooked, but that should hit the vast majority of the ones you'll encounter out in the open.

 

Rather than check specific factions why not use this function between the guard and whoever it is you are raping:

 

; Obtains this actor's faction-based reaction to the other actor

; 0 - Neutral

; 1 - Enemy

; 2 - Ally

; 3 - Friend

int Function GetFactionReaction(Actor akOther) native

 

 

Usage:

 

If (GuardActorRef.GetFactionReaction(RapeVictimActorRef) == 1)

... it's ok

else

... Not ok

endif

 

 

 

This way you not only don't have to have a list of factions but it should work properly with mods that add new hostile factions.

Posted

 

Rather than check specific factions why not use this function between the guard and whoever it is you are raping:

 

; Obtains this actor's faction-based reaction to the other actor

; 0 - Neutral

; 1 - Enemy

; 2 - Ally

; 3 - Friend

int Function GetFactionReaction(Actor akOther) native

 

 

Usage:

 

If (GuardActorRef.GetFactionReaction(RapeVictimActorRef) == 1)

... it's ok

else

... Not ok

endif

 

 

 

This way you not only don't have to have a list of factions but it should work properly with mods that add new hostile factions.

 

I see what you are saying, but I'm not sure if that would work without restructuring the entire method I use to trigger the guard reacting (i.e. A 'cloak' ability that triggers if the guard is within the cloak and has LoS.)  But I'll look into it tomorrow night.  Or I more likely I will just hold off for now and revisit it for a future update so that I don't delay tomorrow night's release.

 

However, that does make me wonder... I wonder if some mod(s) have done something wonky like added the PlayerFaction, which is an existing faction, to the BanditFaction list and set them to Enemy. (It is not like that by default)

 

I wonder if that could be the root cause of the mystery re-agro issue. Dunno.

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