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Posted

 

Is Submit compatible with Defeat, or is there a way to have the two become compatible with the settings in the menu? Both mods are really great and I hoping to be able to play them both.

 

i use both and they work just fine together

 

Does the consensual threesome work as intended (without beating each-other up)? If so there must be something on my end.

 

yea it works just fine with consensual threesome.

 

Posted

Hey, I have a problem, sometimes I can't talk to NPC after they submit. They just do the fear animation (covering head) and if I try to talk they say generic NPC lines like if you tried to talk to NPC who has no dialog. Now it happened with Novice Necromancer but it has happened before too I think with bandits.

Posted

Some news that should make many people happy: I decided to revisit the consensual 3-ways, and now give you the option to have them both follow you to someplace private, so you don't get jiggy with it on the spot after you get your second partner.

 

I need to test it a bit more, make sure I didn't break some other aspect by mistake, but I plan to update sometime over the weekend.

Posted

Hello dkatryl, thanks for all your work on this.  I have a request for a future update, forgive and ignore if this has been asked/answered previously (didn't see it in the last few pages):

 

Can there be an MCM slider/option for how effective Speech is in consensual dialogue?  Specifically, I am looking for something that allows the "Allure" and "Bribe" perks to have a proper effect on opposite gender and guards, respectively.  Allure in particular *should* grant a very large bonus to likelihood of success.

 

I am using a hardcore mod that massively decreases starting skill values.  For instance, character started with a "3" in speech, which was quite good!  Now that it is in the thirties, it really should be having a strong effect, but of course, it doesn't, because in vanilla, "30" is pretty bad.

 

Just looking for slider/perk options to adjust this better.

 

The existing toggle in MCM only mentions the effectiveness of the shout, and not dialogue, so if it is having an effect that isn't shown, forgive for my ignorance.

 

Thanks again for the exceptional work on this mod.

Posted

Hello dkatryl, thanks for all your work on this.  I have a request for a future update, forgive and ignore if this has been asked/answered previously (didn't see it in the last few pages):

 

Can there be an MCM slider/option for how effective Speech is in consensual dialogue?  Specifically, I am looking for something that allows the "Allure" and "Bribe" perks to have a proper effect on opposite gender and guards, respectively.  Allure in particular *should* grant a very large bonus to likelihood of success.

 

I am using a hardcore mod that massively decreases starting skill values.  For instance, character started with a "3" in speech, which was quite good!  Now that it is in the thirties, it really should be having a strong effect, but of course, it doesn't, because in vanilla, "30" is pretty bad.

 

Just looking for slider/perk options to adjust this better.

 

The existing toggle in MCM only mentions the effectiveness of the shout, and not dialogue, so if it is having an effect that isn't shown, forgive for my ignorance.

 

Thanks again for the exceptional work on this mod.

 

The perks do add (I think it was Allure and Persuasion, not Bribe) but I think it's around 5%, I mean it was mentioned SOMEWHERE in this thread some months ago when the mod was at its early releases.  Also, yes, the mod was made with the vanilla game in mind so if your speech is 3, it's gonna take some time to get there.  Also, a 100 speech doesn't guarantee success because guards/courting/married NPCs apply penalties in checks. 

 

The MCM bonus/handicap percentage should be applying to all checks from what I recall.  Since the success percentage is displayed at the top left, you could try tweaking the MCM bonus, use a dialogue option and check the percentage reported.

Posted

Does anyone get a talk text during sex animations?

I thought it might be sexlab 1.24, but after using match maker the text talk doesn't appear.

 

I usually get it when using the dialog or rape options with submit.

 

 

Just an update for those that have this issue. Ashal (SexLab Dev) posted this:

 

Talk text happens whenever it was present before the start of sex, aka when you your facing them within close proximity as things start. It's already fixed on development branch and will be fixed in any future updates. Mystery solved.

 

Posted

 

Does anyone get a talk text during sex animations?

I thought it might be sexlab 1.24, but after using match maker the text talk doesn't appear.

 

I usually get it when using the dialog or rape options with submit.

 

 

Just an update for those that have this issue. Ashal (SexLab Dev) posted this:

 

Talk text happens whenever it was present before the start of sex, aka when you your facing them within close proximity as things start. It's already fixed on development branch and will be fixed in any future updates. Mystery solved.

 

 

Pray nothing breaks.

Posted

i have not seen any report about this, but there is currently a small bug with the prisoner script. And it happens if you tell the npc to follow you so you can bring her in, if she or he dies before you visit a guard to report a wanted criminal after a few days this npc when she normally resurrected she returns to you so you can again bring her in. if you actually turn her in and guard kills this npc then everything seem fine again.

Posted

 

 

The perks do add (I think it was Allure and Persuasion, not Bribe) but I think it's around 5%, I mean it was mentioned SOMEWHERE in this thread some months ago when the mod was at its early releases.  Also, yes, the mod was made with the vanilla game in mind so if your speech is 3, it's gonna take some time to get there.  Also, a 100 speech doesn't guarantee success because guards/courting/married NPCs apply penalties in checks. 

 

The MCM bonus/handicap percentage should be applying to all checks from what I recall.  Since the success percentage is displayed at the top left, you could try tweaking the MCM bonus, use a dialogue option and check the percentage reported.

 

This is correct.  There is a slider that allows a -25% to +25% bonus/penalty (Some people have expressed desire to make things more difficult) that is accessed from the MCM.

 

There is a list on the main page (condensed behind spoiler tags because there is a lot of info on the main page), but several speechcraft and illusion perks give bonuses, as well as quest chain completions (killing Alduin, completing faction chains, etc)

 

But, the largest will come from two sources: Your speechcraft + illusion skill, based on the algorithm (also sone on the main page) and also your RelationshipRank with the NPC in question, as each rank gives +10% bonus, up to a max of +40% at the max rank of 4.

 

Also, nothing guarantees success.  You could have 100 in speech/illusion, all the bonus perks/quest things, and the +40% from their relationship rank, and I will still cap your max chance at 90%.  Because sometimes, they just aren't in the mood. :P

Posted

i have not seen any report about this, but there is currently a small bug with the prisoner script. And it happens if you tell the npc to follow you so you can bring her in, if she or he dies before you visit a guard to report a wanted criminal after a few days this npc when she normally resurrected she returns to you so you can again bring her in. if you actually turn her in and guard kills this npc then everything seem fine again.

Hrm, interesting.  While that isn't intended, I'm not sure if that isn't more of a benefit long term, as opposed to "GOD DAMMIT!  Stupid git got killed by a [insert annoying thing that killed your bounty].

 

I would need to add an OnDeath() event to the prisoner to clear the alias.  Not sure where to add it so that it triggers properly no matter what, but, eh, I'll fix it if I can, doesn't sound like a terribly bad thing if I can't.

Posted

I don't mind either, saves me from having to hunt for another prisoner. Just call it a feature. :D

I did notice they are killed by skeevers or wolfs allot. so maybe the creature like to target them first because they are easy target. Npc's seem to leave them alone most of the time unless she suddenly turns red because one of her buddies showed up on screen then npc will target them.

Posted

I don't mind either, saves me from having to hunt for another prisoner. Just call it a feature. :D

I did notice they are killed by skeevers or wolfs allot. so maybe the creature like to target them first because they are easy target. Npc's seem to leave them alone most of the time unless she suddenly turns red because one of her buddies showed up on screen then npc will target them.

Hrm, actually, I'll just set them to protected.  (Not essential)

 

Protected NPC's only go into bleed out from other NPC's, but can still be killed by the player (In the event the bandit goes all hostile for some reason, you don't wind up with an immortal enemy)

 

Just remove the flag before they are executed.

 

Easy enough solution. :) That will be part of the next update.

Posted

OOooh you know... I turned off the option for women using strap ons, cause I wanted women to.. well be more lesbian in their actions rather then strapony.. if that makes sense. And I bet that's why the animation didn't trigger!! My game was probably like.. "Well what do I do now?" lol

 

Also! That new option sounds good! I like :D

 

-C

 

I haven't played Skyrim for a while (damn SWTOR :P) and i don't know what is this option.

 

A think i like to see is :

- for consensual sex with only two females, an option to equip or not the strap (and the animations linked) before the action.

- in the case of a threesome, let our PC chose to equip or not a strap.

- in the case of rape, no change (strap equipped)

Posted

I haven't played Skyrim for a while (damn SWTOR :P) and i don't know what is this option.

 

A think i like to see is :

- for consensual sex with only two females, an option to equip or not the strap (and the animations linked) before the action.

- in the case of a threesome, let our PC chose to equip or not a strap.

- in the case of rape, no change (strap equipped)

 

Even if I was so inclined, I'm am not sure I could even do half of what is being asked there.  Or (probably) more accurately, I would have to go waste hours researching *how* to do it just to add something that is, quite honestly, pretty trivial.

 

I have already tried to supply many, many variations for many, many combinations for consensual scenes, using the animation tag system (FF, MF, MM, FM, Anal, Vaginal, Oral, Aggressive, etc):

  • Oral, to Male PC
  • Oral, to Female PC
  • Oral, to Male NPC
  • Oral, to Female NPC
  • Anal, to NPC
  • Anal, to PC
  • Vaginal (as applicable), to NPC
  • Vaginal (as applicable), to PC
  • Aggressive, to NPC
  • Aggressive, to PC
  • Threesomes (Currently adding in ability to have both partners moves to a private location to avoid guards, will be part of next update)

I've tried to accommodate many variations beyond what I personally care about as a heterosexual male primarily playing a heterosexual male character, but at some point, I have to draw the line.  And I think that line was drawn a few months back by now.

 

I'm not interested in new variations.  In fact, I'm largely done with the mod as whole, as I've repeatedly stated.  I'm only interested in bug fixes and a few misc odds and ends.

Posted

This keeps happening, if opponent submits and they are NPC without dialog in vanilla I can't speak to them (Falmer Servant, Bandit Outlaw, Necromancers), did I install it wrong somehow?

Posted

I've used the consensual on her, so yes.

 

However, understand, as a custom voiced NPC, she won't have voiced responses, just like Karliah, Ves, and several other NPCs with a custom voiceset.

 

But other than that, yep.

Posted

I am new to this particular mod, and have a two part question.  First part, what do the variable menu selections do?  The text explanations are quite terse...  (One goes to +25, or to -+ 25... something. There is a 'success' slider that seems to be 'success' percentage for the opponent...  not my definition of success...)

 

2nd part:  My companion and I got 'owned'  in a rather literal sense...  I finally managed to get all my stuff back, but my follower's stuff just disappeared.  Her game outfit came back, but her game supplied sword, bow and arrows, as well as her litem potions, etc. just all disappeared.  How do I get my follower's equipment back in the future?

Posted

Defeat works rather well. i got Submit and Defeat running and the only problems that may occour are based on the fact, that Defeat is really script heavy, so script lags and mods, that cover the same area/trigger will cause problems. And Defeat can (don't has to, if placed correctly in the load order) blow up the size of your save file, leading to load errors.

i load Defeat and Submit really low in my load order, right before companion mods (which BOSS sorts in at the end) and got no problems at all ... after creating a working setup in the MCM menu of Defeat, Submit and SD.

Posted

i was so hoping, you would say that one day. :)
PSE is one of the major reasons, why i still got an working Oblivion + LPK installed.

Posted

Splendid stuff. Makes me tempted to write PlayerSlaveSkyrim to follow on after it. :)

Not sure how you would hook onto it without making Submit required, but the re-write of the player surrender is planned to change it from being an automatic release from the "bound" stage to requiring the player pushing the hotkey when they are ready to free themselves (Albeit there may still be a delay before that is possible, based on their stolen loot setting)

 

Given that change, having them temporarily stuck in a state with no player movement controls would be the ideal point to take over, but, again, I have no idea mechanically how you would hook into that without requiring Submit to be used.

 

Of course, if that isn't a concern of yours, then by all means!

Posted

Had to give up on this mod.  When player surrender kicked in, the player was either robbed, rapped or ignored completely.  In any event, the result would be permanently cowering or eventually being able to stand, but not being able to anything beyond walk around.  Ever.  I found myself frequently rolling back to older saves  and repeating numerous fights. 

Posted

Hi dkatryl,

 

I know you have no plan to add more content to Submit...so feel free to ignore this suggestion. Under the new speechcraft check logic...do you think you can remove the "a successful seduce gives speech experience" bonus for housecarl (always successful?), wife (almost always successful?), or NPC with 80+ success chance? I like the difficulty slider a lot but I feel like cheating a bit for sucking speechcraft experience out of my follower / spouse.

 

Guess that makes me a vampire??

 

...thanks for reading.

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