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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?

At that point, you now need to use dialog with the NPC to demand whatever from the list of choices.

 

Although that description doesn't sound correct.

 

If you use the shout and/or grapple, they will cower, but not strip and open trade menu.  That only happens after you select something from the dialog.

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.

 

 

Is this how submit works now? So if I put the auto submit to 50% then it will start a chance to submit then and get greater the lower your health? If so I don't recall seeing a place to adjust the random chance and finally how often is the check to submit made? At every threshold level aka ever 10% of health?

Posted

No no, that's how it will work after the big update that is coming. Right now you only set your health threshold, and below that your character will submit 100% of the time.

Posted

No no, that's how it will work after the big update that is coming. Right now you only set your health threshold, and below that your character will submit 100% of the time.

This is correct on both accounts.

Posted

No no, that's how it will work after the big update that is coming. Right now you only set your health threshold, and below that your character will submit 100% of the time.

 

Ok that's what I thought but decided I should check to be sure. To make sure I didn't end up with a conflict between this and Defeat.

Posted

I got Fallout New Vegas this weekend due to the Steam sell. I have been looking over some of the mods for it and seen one that is a little similar to this. Which gave me the idea to suggest one part of it to play along with this one.

 

With the new bound option requiring a pick lock chance, require a set of special picks. Each time a bandit has their way with the character you have a % chance to acquire the picks off them, default say 20%. Again just to add more randomness to this. never know how long the PC will remain tied up and a prisoner of the bandits as their play thing.

 

That might start to get complicated though, so just a suggestion and if it would be to much work no worries, just thought I would mention it. Since I liked the idea behind it.

Posted

Naw, I'm not actually going to bring up the lockpick interface, and requiring an actual lockpick item to use is just asking for you to get stuck (What if no bandits are in range, due to sandbox pathing and such).

 

It just does a simple algorithm check just like the pass/fail checks for the ambush, shout, grapple, etc.

Posted

Well I didn't mean use the lock pick animation. More used it as a example. Perhaps a better example would be.

 

You need a small knife to cut your ropes free, each time the character is used they have a 20% chance to acquire a knife off a bandit. Once they have the knife they can attempt every so often to cut themselves free. After x amount of time even with out a knife you can work yourself free. With a slider so people could turn parts on and off to suit there needs.

 

Using the knife would do what was already discussed of having you have a chance to work free then but if a bandit see's you well...

 

I mean more that than actual lock picks.

Posted

Again, that would require said item, something I am not going to bother with because that will quickly become tedious as shit, because what happens during the 80% you didn't get it?  You're S.O.L. while waiting for... something to happen.

 

And it isn't like there would be an animation or something that shows you cutting through the bindings, so it would just boil down to behind the scenes fluff that didn't really have much mechanical difference to the player when it was there (You'd still just push the button) and just prevent you from using it when it wasn't.

 

Besides, I've already completed the escape mechanism.  I don't really see any compelling reason to go back and try to make it even more complicated just for the sake of doing so.

Posted

No worries it was just a thought, like I said I seen it on another mod and just thought it was a neat idea. Granted it was for FONV not Skyrim.

Posted

FONV does have some interesting mods, some of which have never quite been duplicated in Skyrim. 

 

Still, I can't get back into FONV anymore; I played it a ton back when it came out, and beat it once even, but all that was done before I knew about Lover's Lab at all. I recently tried to go back and mod it up with SexOut stuff, but... meh. It's just not the same. :)

Posted

Successfully added a component where you can use the beast animations and rape a victim while you are in werewolf (and presumable in vampire lord) form.

 

Only issue is for some reason, the camera is swinging freely until the moment the sex starts, then it locks in place like the weapon was drawn.  Always something... <_<

Posted

Naw, I'm not actually going to bring up the lockpick interface, and requiring an actual lockpick item to use is just asking for you to get stuck (What if no bandits are in range, due to sandbox pathing and such).

 

It just does a simple algorithm check just like the pass/fail checks for the ambush, shout, grapple, etc.

 

So the higher your lockpick skill, the better your chance of escape? If I understand that correctly, that's pretty cool way of doing it.

Posted

 

Naw, I'm not actually going to bring up the lockpick interface, and requiring an actual lockpick item to use is just asking for you to get stuck (What if no bandits are in range, due to sandbox pathing and such).

 

It just does a simple algorithm check just like the pass/fail checks for the ambush, shout, grapple, etc.

 

So the higher your lockpick skill, the better your chance of escape? If I understand that correctly, that's pretty cool way of doing it.

 

Correct.  The complete algorithm is: (Lockpick Skill - Binding Difficulty) + Combat Difficulty.

 

Binding Difficulty is set via a MCM slider:

Novice = 0%

Apprentice = 15%

Journeyman = 30%

Expert = 45%

Master = 60%

 

Combat Difficulty is the +/- 25% bonus/penalty you can give yourself to all combat success checks.

 

And, as is typical, the max chance is always capped at 90%, and the minimum chance is always at least 10-35% (Depending on if you have your Combat Difficulty set to 0-25%)

 

Also, failed attempts will give a small lockpick skill up, similar to breaking a lockpick, and successfully escaping will give a larger skillup, like opening a lock, and how much is determined by the selected difficulty level.

 

But, beware, attempts that fail by more than 25% will make any nearby (with 100') hostile NPCs that are looking at you come take another turn, just to keep things 'interesting'! :P

Posted

Successfully added a component where you can use the beast animations and rape a victim while you are in werewolf (and presumable in vampire lord) form.

 

Only issue is for some reason, the camera is swinging freely until the moment the sex starts, then it locks in place like the weapon was drawn.  Always something... <_<

Huh, oddly enough, using the console command to player.setrace to test the Vampire Lord and it doesn't have the "camera stuck like the weapon is drawn", but I go setrace back to the Werewolf, and it gets stuck again. :huh:

 

Ugh, well, everything was pretty much smooth sailing so far until now.  Knew something had to inevitably stump me.  <_<

 

Posted

 

 

Naw, I'm not actually going to bring up the lockpick interface, and requiring an actual lockpick item to use is just asking for you to get stuck (What if no bandits are in range, due to sandbox pathing and such).

 

It just does a simple algorithm check just like the pass/fail checks for the ambush, shout, grapple, etc.

 

So the higher your lockpick skill, the better your chance of escape? If I understand that correctly, that's pretty cool way of doing it.

 

Correct.  The complete algorithm is: (Lockpick Skill - Binding Difficulty) + Combat Difficulty.

 

Binding Difficulty is set via a MCM slider:

Novice = 0%

Apprentice = 15%

Journeyman = 30%

Expert = 45%

Master = 60%

 

Combat Difficulty is the +/- 25% bonus/penalty you can give yourself to all combat success checks.

 

And, as is typical, the max chance is always capped at 90%, and the minimum chance is always at least 10-35% (Depending on if you have your Combat Difficulty set to 0-25%)

 

Also, failed attempts will give a small lockpick skill up, similar to breaking a lockpick, and successfully escaping will give a larger skillup, like opening a lock, and how much is determined by the selected difficulty level.

 

But, beware, attempts that fail by more than 25% will make any nearby (with 100') hostile NPCs that are looking at you come take another turn, just to keep things 'interesting'! :P

 

 

Sorry to continue you bug you on this, but will using perks in lock picking (the ones making any level locks easier), effect this?

 

Posted

 

Sorry to continue you bug you on this, but will using perks in lock picking (the ones making any level locks easier), effect this?

Eh, I hadn't really considered that, but it suppose it would make sense to reward players that devote

 

Will probably make each of the respective "Makes X level lock easier" halve the difficulty increase, and make the Quick Hands double the "fail by more than 25%" to more than 50% before you get noticed.

 

So a Master level difficulty with all relevant perks would only be 30% instead of 60%, and you would need to fail by 50% (or more) to get noticed (Mathematically possible at that point only if you crank down the Bonus to -20 or less, as default chance (100-30 = 70) leaves on a 30% chance of failure)

 

That sounds about right.

Posted

Huh, oddly enough, using the console command to player.setrace to test the Vampire Lord and it doesn't have the "camera stuck like the weapon is drawn", but I go setrace back to the Werewolf, and it gets stuck again. :huh:

 

 

Ugh, well, everything was pretty much smooth sailing so far until now.  Knew something had to inevitably stump me.  <_<

 

That's an inherent werewolf problem. I've noticed it a lot when getting stuck waiting for the beast timer to run out (like you killed everyone, now you just want to loot their corpses before leaving, or you come to a switch that must be pulled to progress), at such times i'll usually hit R to holster my claws so i can control the camera and look around. They don't stay holstered though, seemingly at random, with no input from me, they will unholster themselves and the camera will return to the follow mode. I have no idea why, it just does that with werevolves for some reason.

 

I've never seen it happen whilst in the VL form, if you holster your claws as a VL they stay holstered untill you click or hit R again. This quirk is something specific to the werewolf beastform, and is no doubt what's causing you this problem.

Posted

So I realize this is an unusual request, but is there any chance we can get the dialogue portion of this mod separated from the rest? I like it better than the other options since it actually uses voiced responses.

Posted

Not sure if you missed it. Would it be possible to also add NPC's Confidence value as part of the formula for Coercion?

I think when I saw it previously, I thought it was in regards to the Bribery and the Morality, which Confidence didn't make sense.

 

Confidence for Coercion, yes, that makes much more sense.  I'll add it to do 'to-do' list.

Posted

 

 

That's an inherent werewolf problem. I've noticed it a lot when getting stuck waiting for the beast timer to run out (like you killed everyone, now you just want to loot their corpses before leaving, or you come to a switch that must be pulled to progress), at such times i'll usually hit R to holster my claws so i can control the camera and look around. They don't stay holstered though, seemingly at random, with no input from me, they will unholster themselves and the camera will return to the follow mode. I have no idea why, it just does that with werevolves for some reason.

 

I've never seen it happen whilst in the VL form, if you holster your claws as a VL they stay holstered untill you click or hit R again. This quirk is something specific to the werewolf beastform, and is no doubt what's causing you this problem.

That's what I was figuring after struggling with it for the later half of the night.

 

I noticed whenever you finished with the scene, it would do the RAWR!!!!!!!! stretch thingy no matter what, so yeah, there seemed to be something with the werewolf overriding.

 

It's just odd that it happens, without fail, IMMEDIATELY upon the scene starting, and not a moment before.

 

I'll try one or two more tricks that I picked up in the past while dealing with quirks of the scene management, and getting regular NPCs to equip/unequip/sheathe/unsheathe weapons before doing certain things, and if it works, great.

 

If it does not, then the camera is just going to be locked while you do bandits doggy style as a doggy. :P And just say "blame the werewolf, not me! <_< in the notes "

Posted

You can simply deactive all the rest and keep only the speechcraft toggled on

That is the intended route for those that are only interested in the speechcraft stuff.

 

First option in the upper left MCM determines your Hotkey assignment.  Second option turns it on/off.

 

Uncheck that and you've effectively achieved what you are asking.

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