dkatryl Posted November 20, 2013 Author Posted November 20, 2013 Oh man I was kinda hoping you guys were telling me I was mistaken. I don't need another reason to make another character! Â Kidding of course <3 I'm sitting here on the other side of things, actively trying to resist doing any more work on the mod other than bug fixes (Speaking of, I need to address this 3-way dialog appearing at incorrect times issue), and then someone mentions player surrendering to vamp NPC's... and now I'm all like... must... add this... can't... resist.... Â Assholes, the lot of you!
srayesmanll Posted November 20, 2013 Posted November 20, 2013 I'm not 100% sure if the neck-bite count went up behind the scenes. BV will display the neck bite count, but when I force submitted an NPC (a thalmor soldier), the display never appeared. I'm thinking more that BV doesn't auto detect a bite when it occurs outside of the bite "menu" - the sneak menu. And frankly, I didn't notice if the next time I bit someone using the normal sneak/bite menu if the new count included the "missed" bite. So it could be being counted, just not detected by BV. At least, that's what I saw, your mileage may differ. BV also has a new option that uses blood points, so I'm wondering if it will detect a non-sneak feeding and increase the blood pool with a vamp submit. Something to consider as well.
dkatryl Posted November 20, 2013 Author Posted November 20, 2013 Well, I'm not so concerned with making it do all the fancy bells and whistles that another mod may do, so long as it performs properly with the vanilla implementation, which is to say, resetting the stage to 1 and incrementing the necks bitten count, since that affects the Vamp perk thingy iirc.  I don't believe there is a visual in game counter, it's just in the log/journal and such that shows an increased amount, iirc. However, the stage being reset should give a prompt.
Ashra XIII Posted November 20, 2013 Posted November 20, 2013   Oh man I was kinda hoping you guys were telling me I was mistaken. I don't need another reason to make another character!  Kidding of course <3 I'm sitting here on the other side of things, actively trying to resist doing any more work on the mod other than bug fixes (Speaking of, I need to address this 3-way dialog appearing at incorrect times issue), and then someone mentions player surrendering to vamp NPC's... and now I'm all like... must... add this... can't... resist.... Assholes, the lot of you! That would be so hot. If you did this I would love you long time.  Sanguine's Debauchery sorta does this, but you gotta go through the whole enslavement process. I think having one beat me, bite me, and leave me weakened (and possibly infected) on the side of the road (or wherever) would be achingly cool.
D_ManXX2 Posted November 20, 2013 Posted November 20, 2013 Maybe this can explain what is happening:    This movie shows what is happening: First everything is fine the you use the submit button the npc surrenders but player sheeths and you lose total control of player character.   After watching my log is see allot fails happenign from sexlabsubmits:  [11/20/2013 - 09:33:45PM] InitWidgetLoader()[11/20/2013 - 09:35:00PM] error: Cannot unequip a None spellstack:   [ (00000014)].Actor.UnequipSpell() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 49[11/20/2013 - 09:35:01PM] error: Cannot unequip a None itemstack:   [ (00000014)].Actor.UnequipItem() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 51[11/20/2013 - 09:35:01PM] error: Cannot unequip a None spellstack:   [ (00000014)].Actor.UnequipSpell() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 53[11/20/2013 - 09:35:05PM] error: Cannot add None to a containerstack:   [ (0004D129)].Actor.RemoveItem() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 94[11/20/2013 - 09:35:07PM] error: Cannot equip a None spellstack:   [ (00000014)].Actor.EquipSpell() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 121[11/20/2013 - 09:35:07PM] error: Cannot equip a None spellstack:   [ (00000014)].Actor.EquipSpell() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 123[11/20/2013 - 09:35:09PM] error: Unable to call UnregisterForUpdateGameTime - no native object bound to the script object, or object is of incorrect typestack:   [None].VampireJumpScript.UnregisterForUpdateGameTime() - "<native>" Line ?   [None].VampireJumpScript.OnEffectFinish() - "VampireJumpScript.psc" Line 72[11/20/2013 - 09:35:33PM] error: Cannot unequip a None spellstack:   [ (00000014)].Actor.UnequipSpell() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 49[11/20/2013 - 09:35:33PM] error: Cannot unequip a None itemstack:   [ (00000014)].Actor.UnequipItem() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 51[11/20/2013 - 09:35:33PM] error: Cannot unequip a None spellstack:   [ (00000014)].Actor.UnequipSpell() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 53[11/20/2013 - 09:35:34PM] error: Cannot unequip a None itemstack:   [ (00000014)].Actor.UnequipItem() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 48[11/20/2013 - 09:35:34PM] error: Cannot unequip a None spellstack:   [ (00000014)].Actor.UnequipSpell() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 49[11/20/2013 - 09:35:34PM] error: Cannot unequip a None itemstack:   [ (00000014)].Actor.UnequipItem() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 51[11/20/2013 - 09:35:34PM] error: Cannot unequip a None itemstack:   [ (00000014)].Actor.UnequipItem() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 52[11/20/2013 - 09:35:34PM] error: Cannot unequip a None spellstack:   [ (00000014)].Actor.UnequipSpell() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 53[11/20/2013 - 09:35:37PM] error: Cannot add None to a containerstack:   [ (0004D129)].Actor.RemoveItem() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 93[11/20/2013 - 09:35:37PM] error: Cannot add None to a containerstack:   [ (0004D129)].Actor.RemoveItem() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 94[11/20/2013 - 09:35:39PM] error: Cannot add None to a containerstack:   [ (0004D129)].Actor.RemoveItem() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 93[11/20/2013 - 09:35:39PM] error: Cannot add None to a containerstack:   [ (0004D129)].Actor.RemoveItem() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 94[11/20/2013 - 09:35:39PM] error: Cannot equip a None spellstack:   [ (00000014)].Actor.EquipSpell() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 121[11/20/2013 - 09:35:40PM] error: Cannot equip a None spellstack:   [ (00000014)].Actor.EquipSpell() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 123[11/20/2013 - 09:35:41PM] error: Cannot equip a None spellstack:   [ (00000014)].Actor.EquipSpell() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 121[11/20/2013 - 09:35:41PM] error: Cannot equip a None spellstack:   [ (00000014)].Actor.EquipSpell() - "<native>" Line ?   [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 123[11/20/2013 - 09:35:41PM] error: Unable to call UnregisterForUpdateGameTime - no native object bound to the script object, or object is of incorrect typestack:   [None].VampireJumpScript.UnregisterForUpdateGameTime() - "<native>" Line ?   [None].VampireJumpScript.OnEffectFinish() - "VampireJumpScript.psc" Line 72[11/20/2013 - 09:35:44PM] error: Unable to call UnregisterForUpdateGameTime - no native object bound to the script object, or object is of incorrect typestack:   [None].VampireJumpScript.UnregisterForUpdateGameTime() - "<native>" Line ?   [None].VampireJumpScript.OnEffectFinish() - "VampireJumpScript.psc" Line 72[11/20/2013 - 09:36:06PM] VM is freezing...[11/20/2013 - 09:36:06PM] VM is frozen[11/20/2013 - 09:36:06PM] Log closed  and it continues till i close the game.    I am currently using the non dawnguard version of better vampires.   btw is it possible to switch off the submit key and just use the dialog part ?? the dialog does not give me any error i will then just use sexlab defeat for submitting an enemy.
Crate123 Posted November 21, 2013 Posted November 21, 2013 Is there anything we can do to stop the 3way thing/surrender once its in the system ? Currently I cant approach anyone without it thinking its a 3way and that I want to surrender at the same time. Is there a way I can make this incident go away so I can make proper passes at people again ? Or do I need to reinstall the mod to reset it ?
Ashra XIII Posted November 21, 2013 Posted November 21, 2013 Can't you just disable all the 3-way animations in Sexlab? Or am I interpreting the question wrong?
bob11 Posted November 21, 2013 Posted November 21, 2013 Is there anything we can do to stop the 3way thing/surrender once its in the system ? Currently I cant approach anyone without it thinking its a 3way and that I want to surrender at the same time. Is there a way I can make this incident go away so I can make proper passes at people again ? Or do I need to reinstall the mod to reset it ?  Must be the same bug I've run into, only mine doesn't have surrender because I've disabled player surrender xP But it's probably the same bug.  You talk to one NPC, no problem, you talk to another NPC, the 3way dialogue always comes up, even if there's no other NPC waiting.  Once that is resolved somehow (succeed, then say "another time" or just initiate the animation), the original dialogue reappears.
dkatryl Posted November 21, 2013 Author Posted November 21, 2013 I'll be fixing the 3-way dialog bug in the next few days. There is a global you probably just need to set to 0 with the console in the meantime, unfortunately, I'm at work so I can't look anything up.
Crate123 Posted November 21, 2013 Posted November 21, 2013  Is there anything we can do to stop the 3way thing/surrender once its in the system ? Currently I cant approach anyone without it thinking its a 3way and that I want to surrender at the same time. Is there a way I can make this incident go away so I can make proper passes at people again ? Or do I need to reinstall the mod to reset it ?  Must be the same bug I've run into, only mine doesn't have surrender because I've disabled player surrender xP But it's probably the same bug.  You talk to one NPC, no problem, you talk to another NPC, the 3way dialogue always comes up, even if there's no other NPC waiting.  Once that is resolved somehow (succeed, then say "another time" or just initiate the animation), the original dialogue reappears.   Yeah that worked. Thanks.
dkatryl Posted November 21, 2013 Author Posted November 21, 2013 Maybe this can explain what is happening:    This movie shows what is happening: First everything is fine the you use the submit button the npc surrenders but player sheeths and you lose total control of player character. SexlabsubmitFails.7z  After watching my log is see allot fails happenign from sexlabsubmits:  [11/20/2013 - 09:33:45PM] InitWidgetLoader() [11/20/2013 - 09:35:00PM] error: Cannot unequip a None spell stack:    [ (00000014)].Actor.UnequipSpell() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 49 [11/20/2013 - 09:35:01PM] error: Cannot unequip a None item stack:    [ (00000014)].Actor.UnequipItem() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 51 [11/20/2013 - 09:35:01PM] error: Cannot unequip a None spell stack:    [ (00000014)].Actor.UnequipSpell() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 53 [11/20/2013 - 09:35:05PM] error: Cannot add None to a container stack:    [ (0004D129)].Actor.RemoveItem() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 94 [11/20/2013 - 09:35:07PM] error: Cannot equip a None spell stack:    [ (00000014)].Actor.EquipSpell() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 121 [11/20/2013 - 09:35:07PM] error: Cannot equip a None spell stack:    [ (00000014)].Actor.EquipSpell() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 123 [11/20/2013 - 09:35:09PM] error: Unable to call UnregisterForUpdateGameTime - no native object bound to the script object, or object is of incorrect type stack:    [None].VampireJumpScript.UnregisterForUpdateGameTime() - "<native>" Line ?    [None].VampireJumpScript.OnEffectFinish() - "VampireJumpScript.psc" Line 72 [11/20/2013 - 09:35:33PM] error: Cannot unequip a None spell stack:    [ (00000014)].Actor.UnequipSpell() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 49 [11/20/2013 - 09:35:33PM] error: Cannot unequip a None item stack:    [ (00000014)].Actor.UnequipItem() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 51 [11/20/2013 - 09:35:33PM] error: Cannot unequip a None spell stack:    [ (00000014)].Actor.UnequipSpell() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 53 [11/20/2013 - 09:35:34PM] error: Cannot unequip a None item stack:    [ (00000014)].Actor.UnequipItem() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 48 [11/20/2013 - 09:35:34PM] error: Cannot unequip a None spell stack:    [ (00000014)].Actor.UnequipSpell() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 49 [11/20/2013 - 09:35:34PM] error: Cannot unequip a None item stack:    [ (00000014)].Actor.UnequipItem() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 51 [11/20/2013 - 09:35:34PM] error: Cannot unequip a None item stack:    [ (00000014)].Actor.UnequipItem() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 52 [11/20/2013 - 09:35:34PM] error: Cannot unequip a None spell stack:    [ (00000014)].Actor.UnequipSpell() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 53 [11/20/2013 - 09:35:37PM] error: Cannot add None to a container stack:    [ (0004D129)].Actor.RemoveItem() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 93 [11/20/2013 - 09:35:37PM] error: Cannot add None to a container stack:    [ (0004D129)].Actor.RemoveItem() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 94 [11/20/2013 - 09:35:39PM] error: Cannot add None to a container stack:    [ (0004D129)].Actor.RemoveItem() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 93 [11/20/2013 - 09:35:39PM] error: Cannot add None to a container stack:    [ (0004D129)].Actor.RemoveItem() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 94 [11/20/2013 - 09:35:39PM] error: Cannot equip a None spell stack:    [ (00000014)].Actor.EquipSpell() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 121 [11/20/2013 - 09:35:40PM] error: Cannot equip a None spell stack:    [ (00000014)].Actor.EquipSpell() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 123 [11/20/2013 - 09:35:41PM] error: Cannot equip a None spell stack:    [ (00000014)].Actor.EquipSpell() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 121 [11/20/2013 - 09:35:41PM] error: Cannot equip a None spell stack:    [ (00000014)].Actor.EquipSpell() - "<native>" Line ?    [None]._SLSubmitSmackEffect.OnEffectStart() - "_slsubmitsmackeffect.psc" Line 123 [11/20/2013 - 09:35:41PM] error: Unable to call UnregisterForUpdateGameTime - no native object bound to the script object, or object is of incorrect type stack:    [None].VampireJumpScript.UnregisterForUpdateGameTime() - "<native>" Line ?    [None].VampireJumpScript.OnEffectFinish() - "VampireJumpScript.psc" Line 72 [11/20/2013 - 09:35:44PM] error: Unable to call UnregisterForUpdateGameTime - no native object bound to the script object, or object is of incorrect type stack:    [None].VampireJumpScript.UnregisterForUpdateGameTime() - "<native>" Line ?    [None].VampireJumpScript.OnEffectFinish() - "VampireJumpScript.psc" Line 72 [11/20/2013 - 09:36:06PM] VM is freezing... [11/20/2013 - 09:36:06PM] VM is frozen [11/20/2013 - 09:36:06PM] Log closed  and it continues till i close the game.    I am currently using the non dawnguard version of better vampires.   btw is it possible to switch off the submit key and just use the dialog part ?? the dialog does not give me any error i will then just use sexlab defeat for submitting an enemy. Not sure what the "VampireJumpScript" is, because that isn't one of mine. Every single custom resource, script or within the CK, begins with _SLSubmit### for easy reference.  And since I have Dawnguard installed (with some mods to make the non Vampire Lord vamp faces not have that silly vertical slit over the mouth and nose), I'm not sure what it will do with a non-Dawnguard game.  At any rate, in order to turn off the Submit key, there is an MCM option called something like "Disable mod" or something, with fully turns off the hotkey.
magicrealm Posted November 21, 2013 Posted November 21, 2013 probably this question has been asked a lot before : is this mod compatible with sanguines deboucherie ? i guess the submit will conflict,because both mods will run at same time.
dkatryl Posted November 21, 2013 Author Posted November 21, 2013 probably this question has been asked a lot before : is this mod compatible with sanguines deboucherie ? i guess the submit will conflict,because both mods will run at same time. Manual surrendering through Submit shouldn't conflict unless you try to do it after SD auto-kicks in. Â Similarly, auto surrendering through Submit due to low HP shouldn't conflict unless the threshold is too close to SD's. Â The same applies to Submit w/ Defeat, Defeat w/ SD, or Submit w/ Defeat w/ SD. Â I know some adventurous sorts run all 3 together.
Pinute Posted November 21, 2013 Posted November 21, 2013  probably this question has been asked a lot before : is this mod compatible with sanguines deboucherie ? i guess the submit will conflict,because both mods will run at same time. Manual surrendering through Submit shouldn't conflict unless you try to do it after SD auto-kicks in.  Similarly, auto surrendering through Submit due to low HP shouldn't conflict unless the threshold is too close to SD's.  The same applies to Submit w/ Defeat, Defeat w/ SD, or Submit w/ Defeat w/ SD.  I know some adventurous sorts run all 3 together.   I've run all three PLUS a no death mod. Per jbezorg, set Submit to manual only, SD to 25%, Defeat to 15% upper limit and to 5% lower limit, and, finally, set the no death mod to 0%.  Bandits and other slaver factions will capture you, animals and draugers rape you and then 'kill' you if you don't escape. In the case of 'death', Sanguine revives you in some random location.  You may need to raise SD's and Defeat's settings a bit until you've leveled up some.  This worked pretty well.
dkatryl Posted November 22, 2013 Author Posted November 22, 2013 Okay, it looks like I found the OOPS! that is causing the 3-way dialogs to show even after finishing a simple 2-way. Forgot to reset the Global after 2-ways in addition to after 3-ways, so it was always looking for a second partner.  I'll fix that in a bit then update tonight, provided I don't get ambushed by little sex gnomes or something.  It literally took 1 line added to the Post Coital Bliss function. Silly me for not catching that the first time. This fix is already done 5 minutes later.  But before I update, I'm going to try to add in the "fully random sex" option someone asked for earlier, since Romance had something similar. That should take another ~20-30 min, then I'll update.
Ashra XIII Posted November 22, 2013 Posted November 22, 2013 I'm running all three together as well, though I only recently got the quest so that Sanguine's becomes active, which means that I need to tweak the settings a bit. I like Pinute's idea I think... Submit will probably become manual only, with Defeat possibly kicking in at a certain range and then Sanguine's if I go below that.  I tend to use Submit for raping others rather than being raped anyways, though I honestly prefer the way Submit handles losing to Defeat. I probably would just uninstall Defeat if Submit had a 'chance' of automatic surrender instead of it being certain to happen at a certain percentage of health.
dkatryl Posted November 22, 2013 Author Posted November 22, 2013 21NOV13 2133 Fixed the erroneous 3-way dialog that was appearing after seducing a single partner. Added a "Random" option to 2-way sex. This will allow any valid animation you have selected to be used. Â
dkatryl Posted November 22, 2013 Author Posted November 22, 2013 I'm running all three together as well, though I only recently got the quest so that Sanguine's becomes active, which means that I need to tweak the settings a bit. I like Pinute's idea I think... Submit will probably become manual only, with Defeat possibly kicking in at a certain range and then Sanguine's if I go below that.  I tend to use Submit for raping others rather than being raped anyways, though I honestly prefer the way Submit handles losing to Defeat. I probably would just uninstall Defeat if Submit had a 'chance' of automatic surrender instead of it being certain to happen at a certain percentage of health.  While I can see the attraction of having it be more random than guaranteed under a certain threshold, I can also see that easily being mistaken as just not working due to low RNG and it never triggering and getting killed instead, leading to erroneous bug reports. Â
nutluck Posted November 22, 2013 Posted November 22, 2013  I'm running all three together as well, though I only recently got the quest so that Sanguine's becomes active, which means that I need to tweak the settings a bit. I like Pinute's idea I think... Submit will probably become manual only, with Defeat possibly kicking in at a certain range and then Sanguine's if I go below that.  I tend to use Submit for raping others rather than being raped anyways, though I honestly prefer the way Submit handles losing to Defeat. I probably would just uninstall Defeat if Submit had a 'chance' of automatic surrender instead of it being certain to happen at a certain percentage of health.  While I can see the attraction of having it be more random than guaranteed under a certain threshold, I can also see that easily being mistaken as just not working due to low RNG and it never triggering and getting killed instead, leading to erroneous bug reports.    I am with Ashra on the random aspect. I recently made two big posts of suggestions on defeat about this very topic of randomness. Dkatryl if you are worried about people reporting it as a bug for not going off. you Could have a random slider for when it triggers and then have a on/off button with it off by default. So by default it would work how it does now, but if you turned it on then it would use the random element Ashra mentions. Anyways just a thought. Â
shar181 Posted November 22, 2013 Posted November 22, 2013 This is -- by far -- my favorite of the three combat-sex mods. :3 Right now I'm running Submit, Defeat, and Sanguine's Debauchery in order to take advantage of their various advantages. Â I run Submit mostly for the consensual-sex dialogue (easily the best Sexlab mod for initiating non-rapings!), and have player-submitting inactive. I use the grapple option for nefarious doings upon bandits and the like. I'm rather fond of taking a comely prisoner and "forcing" her to whore herself out to earn her freedom -- with the help of TTF Prostitution and Pimping, for that last bit. Â I run Defeat for the NPC v NPC and creature rapings. Unfortunately, whenever my player got raped she ended up dying immediately afterwards due to the terrifying debuffs that being a victim imparted, so I disabled player victim there, too. Â SD, of course, is where my character gets her comeuppance! Â I know I was going somewhere with this, but damned if I can remember... oh, right! I was going to make selfish requests and stuff! It occured to me while I was reinstalling all of these mods that if certain things were added to Submit, I wouldn't even need Defeat or Sanguine's Debauchery! Â Those things, in the order in which they occur to me: 1) Creature support. Definitely the biggest thing that Submit doesn't have -- more-so, because I'm sure that if you added that functionality to Submit, you would not only add the option to submit to enemies in the wild, but also add consensual creature-sex dialogue for companion creatures and miscellaneous dogs and horses and stuff! And that is something I very much wish was implemented! Â 2) Some tweaking to the "player submit" scenerio. Specifically, if it's even possible, the option to not allow the aggressor to steal -all- of the player's items. I was fine with losing my money, and my weapons, and even my vast collection of deadly, deadly scrolls... but that silly bandit also took all of my quest-related items, including some that I'm pretty sure are never, ever supposed to be able to leave my inventory. Like an elder scroll, for example! I know it's possible to kill the one who took my stuff and get it all back, but I just feel like this option would act as a bit of a safety net that could avoid some potentially game-breaking complications. ._. Â Sanguine's Debauchery does something like this. If I remember correctly, when the bandit (or whatever other bad person) takes the player's gear, they ignore anything which can't be sold or can't be disenchanted. Â 3) Another tweak to the "player submit" option! I mentioned awhile back that the problem with player-submit in Defeat was that following the forced sexings, death was almost certain to follow. Truth is, I had the same problem in Submit. ;-; The bandit would finish with me, then leave me tied up for a little while... and then as soon as I was freed, they would immediately turn around and stab me in the face, because bandits are jerks -- and also because they'd just taken everything I could have used to defend myself. If there was a grace period of non-facestabbery after the player is untied -- not long, mind you... maybe 10-15 seconds -- the player would at least be able to find a hiding place and attempt a real escape before coming back to retrieve her belongings. Â Again, Sanguine's Debauchery had a feature like this... though I'm not sure how it works. Basically after the player buys her freedom the enemies nearby all become non-hostile for a few hours, allowing her to retreat unmolested. Â 4) There was... actually, wait. No, that's all I had. Â That was all much, much longer than I had intended it to be! I know on the first page you said that this mod was, for all intents and purposes, finished... but you also said that if anything occured to you that might make it better, you might add it. I guess this is my heavy-handed attempt to stimulate your creativity. Â Whether you like any of these ideas or not, I absolutely <3 your mod. Thanks for all your hard work! ^-^ Â - Edited for completeness.
Ambereros Posted November 22, 2013 Posted November 22, 2013 @shar181 : there is an option in MCM to deactivate the automatic stealing of the player's inventory in Submit. + you can tune the debuff of defeat to make it playable, also in the MCM menu + you can use SexLab Util to (as i do) calm the agressor after rape, so you don't get killed as soon as they realease you  @dkatryl : concerning the automatic stealing of the player money, which (as far as i know) cant' be deactivated : would it be possible to tune this feature in MCM too? like a random percentage instead of everything.  Concider this aspect of the game : when looting a house or a killed NPC, you never find more that a couple of coins (say a few hundreds for the wealthiest victims). Compared to the price of a meal at the tavern, they're all lowlives ... ?? So is the dragonborn the richest person in skyrim ? No i don't think so ... i think NPCs hide their money so it cannot be pickpocketed nor looted in totality. we only find a little portion of what they'd really have ("role-playingly" speaking). It should be the same when the player is plundered, loosing the equivanlent of a purse or two (say up to a few hundreds coins).  cheers
shar181 Posted November 22, 2013 Posted November 22, 2013 @Ambrothos: Â I am aware of the option to disable stealing of items, aye,but that's really more of a compromise than an ideal solution. I like that becoming victimized has consequences beyond a bit of gold loss. Makes it so much more immersive. I just think that selective theft would be a much safer function, even if it was just a toggled option in MCM. Â Unfortunately, I play on a difficulty setting that makes the debuff from Defeat almost redundant. After the rapings, my character is usually dead before she can stand up, let alone try to run away. So far, the Debauchery-esque method of temporarily suspending hostile actions seems like the best way of using Rape>Escape as an alternative to dying (which is a concept that I adore!) rather than a precursor to dying. I've never heard of this Sexlab Util that you mentioned, but I'll look into it! Â - edited for spelling errors!
Ashra XIII Posted November 22, 2013 Posted November 22, 2013  I'm running all three together as well, though I only recently got the quest so that Sanguine's becomes active, which means that I need to tweak the settings a bit. I like Pinute's idea I think... Submit will probably become manual only, with Defeat possibly kicking in at a certain range and then Sanguine's if I go below that.  I tend to use Submit for raping others rather than being raped anyways, though I honestly prefer the way Submit handles losing to Defeat. I probably would just uninstall Defeat if Submit had a 'chance' of automatic surrender instead of it being certain to happen at a certain percentage of health.  While I can see the attraction of having it be more random than guaranteed under a certain threshold, I can also see that easily being mistaken as just not working due to low RNG and it never triggering and getting killed instead, leading to erroneous bug reports.    I apologize for not being clear, but I meant there should be a configurable RNG as in Defeat. So I could set the percent chance myself, which would allow me to change it to 100% for testing if I really felt the need.  I can totally understand if you don't want to go this way with your mod since that's already how Defeat works, but I only want it because I'd prefer to have Submit running for getting raped rather than Defeat due to the 'tied up' mechanic. I generally think it works better, but with Sanguine's running I can't use Submit, as they'll conflict since they both operate on health percentages.
magicrealm Posted November 22, 2013 Posted November 22, 2013 Sorry to bother you again, but the Option to let one of my followers have a turn does not Show up. any idea ? (i use aft)
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