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Posted

 

 

A thought on this part.

 

Add MCM option to disable Guards from interfering with consensual sex for those that don't care about immersion stuff. *MCM change* - Completed

 

Would it be possible to make what I am about to suggest default or as a option? I have no clue how hard that might be to do but here is the idea.

 

The guards come over if they catch you in the act, but stand and wait till it is over. Then they try and arrest you. Right now they typically attack you in the middle of it. I have only done it a few times to test so maybe they don't always attack you. While it is more immersive they would stop you in the middle of it, I have found sometimes it bugs out if they interupt the scene.

IIRC, the way consensual sex and the guards are handled is different than when it is nonconsensual.

 

In nonconsensual, a Global is set the entire time you are going through the scene, but with each sub function (beat down, strip, rob, rape, post) there is another check, and if a guard sees you before the beginning of the next function, it aborts the rest of the functions so you can react to the arresting guard and don't get stuck. The same holds true if you are in the wilds, beatng on a bandit, and they have a friend that comes along.

 

This is so you don't get stuck in sexy-time while getting poked in the butt with a sword, whether it be steel or flesh! :P

 

For consensual, it is done similarly, but since there aren't all of the sub functions, but just the single one, I do a single check before starting the sexy time. If a guard sees you, sex isn't started, your partner wanders off all innocent, and you get fined. If a guard doesn't see you at that point, you can start boinking them madly in the street, and a wandering guard should not actually bother you.

 

Again, this is done, because the guard will otherwise give you the arrest dialogue while you're in the act, and since you can't do dialog then, the game will think you ignored the guard, and if you ignore them, they automatically try to attack you.

 

Is there an "abort current animation" ability from the Framework? If there was, that would solve that issue.

It would actually be pretty dang cool if, while I was having mg way with what I thought was the last bandit, his friend could potentially show up and reverse the scenario on me.

 

Something like with the way Lover's Victim can change sexual positions midway, only with reversing roles.

 

I imagine that'd be pretty tough to script though.

Posted

It would actually be pretty dang cool if, while I was having mg way with what I thought was the last bandit, his friend could potentially show up and reverse the scenario on me.

 

Something like with the way Lover's Victim can change sexual positions midway, only with reversing roles.

 

I imagine that'd be pretty tough to script though.

Yeah, it's just starting to risk running into issue where you get stuck in mid scene unable to react.

 

I should ask Ashal if there is some kind of papyrus command that could be given that would abort any currently active sex scene the player is a part of.  Would resolve a lot of those quirky issues.

Posted

 

hi!

first of all i want to thank all the modders for their work, they made this world better hahah!

 

i have a problem that may help others when solved.There´s a conflict with this plugin, better vampires mod and paradise halls mod. 

 

Normal scenario:

Im a vampire, and when i ambush someone with  the key set with this mod (number 7 in my case) i bite their neck, and then rape, or not, thats ok.

 

problem:

And now comes the weirdeness. No matter what i do,if i ambush a slave form paradise halls it will be messed up forever yelling VAMPIRE VAMPIRE and running away from me, breaking paradise halls scripting.

 

The question is:

how can i make my vampire player NOT to bite necks when ambush with this mod? it messes things a lot for my mod configuration.I dont have a single clue on how to do so!. id like to use all 3 mods but that feature makes them incompatible...please help!!!!

 

edit: thank you in advance!

I have no idea why that would happen there and no where else.  :huh:

 

I suppose I can just add an MCM toggle to turn off the Vampire alternative animations if you are a Vampire.  I suppose it could also be useful for those that don't want to automatically feed and want to remain at stage 4 or whatever.

 

But, I think that will probably be the last MCM option I add, simply because, dear god, I realized last night I only had room for 1 more and then the entire MCM screen would be full! :o

 

thank you for your answer! id appreciate(and some other people maybe) that mcm option!

id love to help, or if you dont want or cant do it for some reason at least i want to learn to do it by myself, that would be useful, but i dont even know where to start! maybe learn papyrus? 

Posted

Ashra will appreate this one I think. I nearly got a character stuck in a loop. Not from a bug but because of RNG. Taking Ashra's advice I set defeat threashold pretty high 70% but a low chance to trigger and then have submit set at 20% currently giving a nice buffer of hp for my characters level. All fairly normal I am sure, but today this is what happened.

 

I snuck into a bandit camp the one with the mines the one jarl sends you to. I sneak in and don't get spotted, working on building up sneak on my rogue like character. Almost make it to the mines when I got spotted, then the WHOLE camp agro's on me, there is like 8-9 in this camp. I killed like 2 of them and just drop to like 70% and defeat kicks in. Then 5 of the bandits take their turn and the rest hang around to watch. As soon as I stand up they attack again, I manage to kill 1-2 more leaving 5 this time and defeat triggers again, the last 5 proceed to all take turns yet again. Once more as soon as I stand up they all agro, I can't even kill one this time, the very first hit I take triggers defeat yet again and all 5 yet again take turns.

 

Then stand up again and they all agro, I manage to kill one before defeat triggers again, leaving all 4 to take turns. Rinse repeat, stand up, first hit defeat is triggered yet again and all 4 take turns again. Stand up all agro, I manage to kill 2 more of them this time and then submit triggers and then the last two take turns yet again. Stand up agro and I almost drop and submit triggers again(this is the part that might be a bug, I got the I give up and they took the gold which only happens on submit, they take turns and me characters goes down like to be tied up but then stands up instead).

 

This time end up tied up after getting the submit dialouge. They take turns yet again. Then I work free and they agro again(I think the escape timer starts when the first guy finishes cause the time was lower than 60 seconds) I kill one of them and then defeat triggers again, last guy takes his turn again and finally I stand up and manage to kill him.

 

This seriously went on for a long time in RL I was starting to wonder if I was going to get stuck in endless loop of gang rapes.

 

But it did drive home the point, I posted this idea in Defeat thread. But it would be nice if they was linked or had a button to link them, so if you get defeated, after the defeat event. It triggers submit to start, perhaps at the tied up animation.

 

Anyways just thought I would share, post a idea and to point out I think I got a bug on the agro but not sure.

Posted

So, apparently, there is a mechanism for aborting a scene midway.

 

Judicious use of 'SceneController.EndAnimation()' will make the whole guard thing, both nonconsensual and consensual, react better.  Allowing you to actually, you know, start having sex in the middle of the street before the guards come and pester you, as opposed to how it works now.

 

So between that and the MCM option to just turn it off for consensual (Nonconsensual in public will still be a no-no.  Guards tend to frown on rape.   :o  I KNOW, RIGHT?!) things should work a little better.

Posted

But it did drive home the point, I posted this idea in Defeat thread. But it would be nice if they was linked or had a button to link them, so if you get defeated, after the defeat event. It triggers submit to start, perhaps at the tied up animation.

While I could see how that would make it nicer on the user end with more than one similar mod working in tandem (Submit, Defeat, SD, others?) I'm not sure how that would really be done.  100% of my files are custom, I edit none of the default Skyrim files, and the only mod dependency I have outside of Skyrim.ESM is the Framework, naturally.

 

I can't speak to Goubo nor how Defeat is created, but I suspect it is largely the same?  So I would have no way to reference anything from within his mod, and vice versa.

Posted

So, apparently, there is a mechanism for aborting a scene midway.

 

Judicious use of 'SceneController.EndAnimation()' will make the whole guard thing, both nonconsensual and consensual, react better.  Allowing you to actually, you know, start having sex in the middle of the street before the guards come and pester you, as opposed to how it works now.

 

So between that and the MCM option to just turn it off for consensual (Nonconsensual in public will still be a no-no.  Guards tend to frown on rape.   :o  I KNOW, RIGHT?!) things should work a little better.

 

Tell me my character is roleplaying that great that they think it's actual rape... >_>

Posted

 

But it did drive home the point, I posted this idea in Defeat thread. But it would be nice if they was linked or had a button to link them, so if you get defeated, after the defeat event. It triggers submit to start, perhaps at the tied up animation.

While I could see how that would make it nicer on the user end with more than one similar mod working in tandem (Submit, Defeat, SD, others?) I'm not sure how that would really be done.  100% of my files are custom, I edit none of the default Skyrim files, and the only mod dependency I have outside of Skyrim.ESM is the Framework, naturally.

 

I can't speak to Goubo nor how Defeat is created, but I suspect it is largely the same?  So I would have no way to reference anything from within his mod, and vice versa.

 

 

Ah a pity, it would be interesting if after a defeat it could trigger submit. Since that is how what happened today ended up going. It would just be handy to have it built it but not worries, it was just a idea.

Posted

 

But it did drive home the point, I posted this idea in Defeat thread. But it would be nice if they was linked or had a button to link them, so if you get defeated, after the defeat event. It triggers submit to start, perhaps at the tied up animation.

While I could see how that would make it nicer on the user end with more than one similar mod working in tandem (Submit, Defeat, SD, others?) I'm not sure how that would really be done.  100% of my files are custom, I edit none of the default Skyrim files, and the only mod dependency I have outside of Skyrim.ESM is the Framework, naturally.

 

I can't speak to Goubo nor how Defeat is created, but I suspect it is largely the same?  So I would have no way to reference anything from within his mod, and vice versa.

 

 

I think jbezorg mentioned something like this a while ago. He's attempting to let Defeat have it's way followed then by SD2.

With his mod "Actor Events" it actually might be possible.

 

http://www.loverslab.com/files/file/242-actor-events-framework/

 

Posted

Hi!! is the extra punch before the submit animation intended?

cause my PC is a brawler, the extra punch always KO the enemy then the submit goes in but they are already dead.  :D

Posted

Ashra will appreate this one I think. I nearly got a character stuck in a loop. Not from a bug but because of RNG. Taking Ashra's advice I set defeat threashold pretty high 70% but a low chance to trigger and then have submit set at 20% currently giving a nice buffer of hp for my characters level. All fairly normal I am sure, but today this is what happened.

 

<snip>

 

Ahaha you were right, I did love that story, and I know exactly the camp you mean! There are lots of bandits there, and you can get swarmed if you approach it wrong. I've had some rough times in that camp, yessir...

 

I do wonder about the RNG in Defeat sometimes... it seems like some of the percents I set it to equal 100%, as I'll get downed again and again. I settled on 5% personally, as it seems to trigger with enough rarity that, when I do go down (heh), it's a nice surprise instead of 'ohgodnotagaaaaiiin'.

 

 

But it did drive home the point, I posted this idea in Defeat thread. But it would be nice if they was linked or had a button to link them, so if you get defeated, after the defeat event. It triggers submit to start, perhaps at the tied up animation.

While I could see how that would make it nicer on the user end with more than one similar mod working in tandem (Submit, Defeat, SD, others?) I'm not sure how that would really be done.  100% of my files are custom, I edit none of the default Skyrim files, and the only mod dependency I have outside of Skyrim.ESM is the Framework, naturally.

 

I can't speak to Goubo nor how Defeat is created, but I suspect it is largely the same?  So I would have no way to reference anything from within his mod, and vice versa.

 

 

Someone else mentioned it, but the mod 'Actor Events' seems like a good way for mods to talk to one another. I have no idea how it works but maybe it'll be what ties all my favorite SexLab mods together!

Posted

 

Ashra will appreate this one I think. I nearly got a character stuck in a loop. Not from a bug but because of RNG. Taking Ashra's advice I set defeat threashold pretty high 70% but a low chance to trigger and then have submit set at 20% currently giving a nice buffer of hp for my characters level. All fairly normal I am sure, but today this is what happened.

 

<snip>

 

Ahaha you were right, I did love that story, and I know exactly the camp you mean! There are lots of bandits there, and you can get swarmed if you approach it wrong. I've had some rough times in that camp, yessir...

 

I do wonder about the RNG in Defeat sometimes... it seems like some of the percents I set it to equal 100%, as I'll get downed again and again. I settled on 5% personally, as it seems to trigger with enough rarity that, when I do go down (heh), it's a nice surprise instead of 'ohgodnotagaaaaiiin'.

 

For me it has been very random, there has been a number of times when I have slowly gotten taken down to the submit level and never had defeat trigger once. Then I have had ones sorta like my example above, that was just the time it seemed to really trigger almost all the time.

 

Posted

Hi!! is the extra punch before the submit animation intended?

cause my PC is a brawler, the extra punch always KO the enemy then the submit goes in but they are already dead.  :D

 

Yes, it was intended, because that way you throw it even if you fail.  Makes it look like you were trying to get them and they pushed you off.

 

However, I didn't take into account that even an unarmed punch could accidentally kill some level 1 bandit until, ironically enough, tonight, while testing the "Vampire Feed Toggle" option, and I was punching out little level 1 bandits.

 

I already added the same preventative step I used when NPC's punch YOU out to avoid the triple combo doing any real damage, so that will be taken care of with the update.

Posted

 

 

For me it has been very random, there has been a number of times when I have slowly gotten taken down to the submit level and never had defeat trigger once. Then I have had ones sorta like my example above, that was just the time it seemed to really trigger almost all the time.

I can't speak to how Defeat does it, but the "Random Chance" option for when you fall under the Threshold will be an upward scaling Chance that goes towards 100% as your life goes lower.

 

Let's say you set the Threshold (Set via MCM) at 50% health, and you set the initial Random Chance (Set via MCM) at 0%.

 

At 50% Life = 0% Chance

At 40% Life = 20% Chance

At 30% Life = 40% Chance

At 20% Life = 60% Chance

At 10% Life = 80% Chance

At 1% Life = 98% Chance

At 0% Life = Dead, duh!

 

Say you set the Threshold at 50% health, and you set the initial Random Chance at 50%.

 

At 50% Life = 50% Chance

At 40% Life = 60% Chance

At 30% Life = 70% Chance

At 20% Life = 80% Chance

At 10% Life = 90% Chance

At 1% Life = 99% Chance

At 0% Life = Dead, duh!

 

So as you see, you can pick whatever starting chance at whatever threshold you want, but as you get closer to 0% health, no matter the starting chance, it will approach 100% chance.

 

Naturally, if you set the MCM setting to 100% chance, it will be 100% as soon as you fall under the threshold, and if you never want the automatic to trigger, you set the threshold to 0% and rely on the hotkey to manually surrender.

Posted

As far as I know, in Defeat you just set the point at which it starts checking (you can choose Health, Stamina, or both, but Stamina only counts for being hit from the rear) and then the percent chance each time you are hit while under that threshold. As far as I know it doesn't scale as your health/stamina goes lower, but I guess I could be wrong on that.

 

I really like the scaling chance! That is just plain awesome and I can't wait to try it. Right now I tend to have Submit only kick in at 5% health, since it has a 100% chance of activating. But with that sliding scale, I'll definitely set it much higher, creating more chances for my character to give in when she's badly hurt.

Posted

Hmmm I now have the same problem as discord did earlier. Lydia is stuck in the tied up pose and won't fight. I have tired everything I can think of including turning submit off and back on, cleaning sexlab and nothing she is still stuck. Anyone have any idea's?

 

Posted

Ok nevermind I fixed Lydia, what I ended up having to do is find some necromancer wandering around and I just submited to him. Once he had his way and tied me up, when I untied myself it broke Lydia out of the animation as well.

Posted
Hi!
Anyone had a follower stuck in a grieving animation, i never knew they existed? 
 
I was doing the companion quest to get the first fragment of wu --..thingy, and in a room with 4 bandits as always farkas charges in as soon as i fire my first arrow and it becomes aggro hell for me because he always get's in the way of the arrows. Anyhow the thing is the mod worked beautifully, we got ganged banged, they took turns and all sort of things.
When they were finished i was able to heal my self and killed 2 of them before the party started again ... everything great so far ... but when i was able to regain control again i killed one of the 2 left and then farkas started getting raped again. I like a good Samaritan just stood there and watched until they finished, i was afraid that if i interrupted farkas might stay stuck in an animation loop or something, i aggro-ed the silver hand guy and killed him. And to my surprise i see farkas drop on his knees, one hand on the floor and hitting his fist on the other hand to the ground. I was like WTF, it was like he was grieving the dead silver hand lol. Sad thing is he stayed stuck like that for a while and the only way i got him off that animation was to open the console and disable / enable him.
I was taking a few screenshots and now i realized i forgot to take one of farkas in his grieving pose :(
 

 

Posted

If the follower was actually getting raped, and didn't just cower in shame, then I think you have another mod running.  Likely Defeat.

Posted
 
Thanks for a great mod.Why do not you add the ability to rape victims being in the form of a werewolf \ Vampire Lord? If this is certainly possible.

Sorry for my english.

 

Posted

 

 
Thanks for a great mod.Why do not you add the ability to rape victims being in the form of a werewolf \ Vampire Lord? If this is certainly possible.

 

Sorry for my english.

 

I didn't discriminate against our overly hairy and/or fanged members to be a big mean poopy head, but simply because for a long time they didn't have valid animations.  If I didn't restrict them, you'd probably get stuck in animation limbo.

 

Given the recent creature support, and seeing that both Werewolf and Vampire Lords are listed as valid sets, I can probably safely remove those restrictions.

 

Thanks for pointing it out, I'll add it to my list for the next update! :)

Posted

If the follower was actually getting raped, and didn't just cower in shame, then I think you have another mod running.  Likely Defeat.

 

Yes I do have defeat as well. That was the first time it had happened when a follower got stuck like that. She was in the arms crossed in front standing animation and stuck that way. She would follow me and everything just not use any other animations.  But like I said I was able to fix it, I just submited to a necromancer I ran across as a test. Once my character was tied up, I got lose and when I did Lydia was fixed. So not sure if it was a conflict between submit and defeat or what. Just thought I would mention it in case others have that issue and what worked for me to fix it.

Posted

If the follower was actually getting raped, and didn't just cower in shame, then I think you have another mod running.  Likely Defeat.

 

mmm .... you're right, i thought i had defeat disabled while i tested the new version of submit. I will try and see if the behavior repeats while having defeat truly disabled. if it does not i will try again but with defeat only. it wasn't a game breaking problem, just a little annoying after being funny for a while.

I'm sorry i really thought defeat was disabled. On the other hand everything triggered correctly while being on my Submit threshold settings so i know for a fact that the mod worked correctly and it provided me a great user experience :)

Posted

Hi

For some reason i'm having trouble with submit and other sexlab related mods.

When using the submit shout (target yields), the NPC will cower, strip and the trade menu will open. Once the trade menu closed, the NPC will stand around (naked) and just hang around. No sex no nothing.

 

I am pretty sure it has to do with another mod on my game, but for the life of me i dunno which.

 

With other mods (such as comfort) i will sometimes get a message "sexlab animation failed to start (-1)"

 

Any ideas?

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