Gray User Posted February 6, 2025 Author Posted February 6, 2025 On 2/5/2025 at 11:12 AM, Juffo78 said: I just pushed down NAFSurrender. BBL ist disabled and all SFBGS plugins are not active. I am really happy, that you picked up the staff and try to make Starfield a better place 😉 (at least for the players- not necessariely for the PCs). I will assist with my feedback. If you get more crashing, maybe good to try running same situation without Auctionhouse/issuesofspacefarer/enslaved and see if you still have crash. I do not keep up with those mods, but sometime if two mods change similar part of game there will be crash.
Wolfe6900 Posted March 4, 2025 Posted March 4, 2025 Would you be willing to have an option to port it to the AuctionHouse using a script like: Scriptname MovePlayerDynamic extends Quest Function MovePlayerToCell(String CellName) Debug.ExecuteConsole("coc AuctionHouseCodyHill") EndFunction This would make it so the script using a console command to place the player in the coc cell to where they could be sold in an Auction without necessarily needing the AH as a dependancy.
Gray User Posted March 5, 2025 Author Posted March 5, 2025 7 hours ago, Wolfe6900 said: Would you be willing to have an option to port it to the AuctionHouse using a script like: Scriptname MovePlayerDynamic extends Quest Function MovePlayerToCell(String CellName) Debug.ExecuteConsole("coc AuctionHouseCodyHill") EndFunction This would make it so the script using a console command to place the player in the coc cell to where they could be sold in an Auction without necessarily needing the AH as a dependancy. Maybe? I do not have AH and cannot test. But if you can write and compile working alternate version, I will upload as optional thing. Best to make changes easy for you to see and update. Still think I will have large update of mod ready soon. 2
Wolfe6900 Posted March 5, 2025 Posted March 5, 2025 6 hours ago, Gray User said: Maybe? I do not have AH and cannot test. But if you can write and compile working alternate version, I will upload as optional thing. Best to make changes easy for you to see and update. Still think I will have large update of mod ready soon. Here's a working script. I also made an edit to use: "Debug.ExecuteConsole("tcai")" Instead of displaying the message prompting the Player to input 'tcai', this will automatically run the console command. Since I'm unable to upload a .psc, I moved it over to a .txt that can be copied/pasted into the .psc file._SurrenderTriggerScript.txt
Gray User Posted March 5, 2025 Author Posted March 5, 2025 4 hours ago, Wolfe6900 said: Here's a working script. I also made an edit to use: "Debug.ExecuteConsole("tcai")" Instead of displaying the message prompting the Player to input 'tcai', this will automatically run the console command. Since I'm unable to upload a .psc, I moved it over to a .txt that can be copied/pasted into the .psc file._SurrenderTriggerScript.txt Uploaded Auction House compatible version. Would be very kind to test it and tell me if it works? I compiled script in my system but did not run (rest of mod I have installed has many test features not in v0.1 script and do not want to break them). Also, did not know about script executing console function. That is nice. Thank you. 1
HighPitched Posted March 12, 2025 Posted March 12, 2025 (edited) hi work well but how i refill my clothe. when they finsh and the combat restart i m naked and i dont find any loot with my clothes ?? Edited March 12, 2025 by HighPitched
Gray User Posted March 13, 2025 Author Posted March 13, 2025 7 hours ago, HighPitched said: hi work well but how i refill my clothe. when they finsh and the combat restart i m naked and i dont find any loot with my clothes ?? They should be inside your inventory (no item stealing function yet). If they are not inside your inventory, you need to set a different strip option. (and, if that is happen, please tell me what strip option you have and what clothes you wear).
Gray User Posted March 13, 2025 Author Posted March 13, 2025 I uploaded new version with features (bad end is main new feature, also some testing features like a ecstacy device). Please would someone download new version (and new animation pack to go with it) and let me know if works? Always worry I missed a script file or some other thing. 2
mdc4211 Posted March 15, 2025 Posted March 15, 2025 Tried the new version and it's working great. Fantastic! 1
ronttu Posted March 15, 2025 Posted March 15, 2025 Okay, just a suggestion here, but; Once you get to high enough level, the run-of-the-mill enemies are just too easy to one-shot without really taking damage (unless you want to play with the difficulty setting, I guess?). So I was thinking, that since the EM weapons are effective regardless of level, as every NPC has a set EM damage pool or whatever it is, would it be possible to have them use EM weapons to knock the player out? Especially if they don't want to damage the goods beforehand. The damage treshold could still be there too, and maybe have a chance for the NPCs to have either lethal or EM weapons. That way you could have scenarios where the NPCs go specifically for knock-out and restraint, maybe.
Burensc Posted March 15, 2025 Posted March 15, 2025 (edited) What happens if your in a hostile atmosphere? Do you get dragged back to the enemy base? I think something like SD cages (skyrim mod dependent on Sanguine debauchery), without the extra bandits. A redux version. I suppose no harm in a normal defeat mod for normal atmospheres Edited March 15, 2025 by Burensc
Gray User Posted March 17, 2025 Author Posted March 17, 2025 On 3/15/2025 at 12:04 AM, ronttu said: Okay, just a suggestion here, but; Once you get to high enough level, the run-of-the-mill enemies are just too easy to one-shot without really taking damage (unless you want to play with the difficulty setting, I guess?). So I was thinking, that since the EM weapons are effective regardless of level, as every NPC has a set EM damage pool or whatever it is, would it be possible to have them use EM weapons to knock the player out? Especially if they don't want to damage the goods beforehand. The damage treshold could still be there too, and maybe have a chance for the NPCs to have either lethal or EM weapons. That way you could have scenarios where the NPCs go specifically for knock-out and restraint, maybe. I like this idea. Depends on how easy to implement (have to see what it is like to detect damage types using script function). Make sense though.
Gray User Posted March 17, 2025 Author Posted March 17, 2025 On 3/15/2025 at 1:21 PM, Burensc said: What happens if your in a hostile atmosphere? Do you get dragged back to the enemy base? I think something like SD cages (skyrim mod dependent on Sanguine debauchery), without the extra bandits. A redux version. I suppose no harm in a normal defeat mod for normal atmospheres This mod only trigger 'tgm' so PC does not die during sex (NPC seem to be not hurt by environment effects). Might someday add function to move player to new location, but probably not. I think it would make mod buggy and not reliable (I like idea of prison mods in Skyrim, but they are never reliable for me because so much pathing and NPC behaviors have to work correct or scene break). In other BGS game, there was 'send mod event' function in script extender that could be used to talk to other mod (if someone want to make extender of this mod). When I looked I did not see this function in SFSE?
Burensc Posted March 17, 2025 Posted March 17, 2025 1 hour ago, Gray User said: This mod only trigger 'tgm' so PC does not die during sex (NPC seem to be not hurt by environment effects). Might someday add function to move player to new location, but probably not. I think it would make mod buggy and not reliable (I like idea of prison mods in Skyrim, but they are never reliable for me because so much pathing and NPC behaviors have to work correct or scene break). In other BGS game, there was 'send mod event' function in script extender that could be used to talk to other mod (if someone want to make extender of this mod). When I looked I did not see this function in SFSE? Im fairly certain Skyrim has this type of mod. SD cages. Maby once a normal framework is set up you "get captured" Bleedout, "died", you just wake up on an enemy ships brig and get used there. It would be nice for defeat rape to happen on normal worlds but hostile worlds you just get transported to enemy base/ship conpanions join you too. If you have lost in space mod where NPCs can board your ship all crew gets captured like companions. Of course like you said this sounds like it would be buggy AF. I just started playing Starfield, I like it but understand there is bad press... how is the Modding of a framework going? Or do you know?
Gray User Posted March 18, 2025 Author Posted March 18, 2025 5 hours ago, Burensc said: Im fairly certain Skyrim has this type of mod. SD cages. Maby once a normal framework is set up you "get captured" Bleedout, "died", you just wake up on an enemy ships brig and get used there. It would be nice for defeat rape to happen on normal worlds but hostile worlds you just get transported to enemy base/ship conpanions join you too. If you have lost in space mod where NPCs can board your ship all crew gets captured like companions. Of course like you said this sounds like it would be buggy AF. I just started playing Starfield, I like it but understand there is bad press... how is the Modding of a framework going? Or do you know? Yes, you are probably right and it does. I am probably not making this mod, because I think a mod with a lot of pathing and moving around PC to new map location to be not reliable on very modded Starfield install without a careful user, and I do not want to answer a lot people posting about how it did not work. 🙃 Because author of Auction House (@Wolfe6900) sended me small code that was easy to put into Surrender, I made version that is supposed to trigger that mod (I do not have that mod, so cannot test, but should work). In future, if there is 'send mod event' function, I will probably add support to NAF Surrender with an 'end of surrender' event that other mod could see and then start an effect, but I do not want to add a lot of thing to NAF Surrender that make it not reliable. Adult modding state of Starfield is what you see. There are some people I think working on sexlab framework that do everything, but I do not know what progress is. For now, there are single mods that do most things, just look through Starfield Adult Mods Download and read descriptions.
HighPitched Posted March 22, 2025 Posted March 22, 2025 (edited) On 3/13/2025 at 3:51 AM, Gray User said: They should be inside your inventory (no item stealing function yet). If they are not inside your inventory, you need to set a different strip option. (and, if that is happen, please tell me what strip option you have and what clothes you wear). hi yes you right good work. Edited March 22, 2025 by HighPitched 1
Vinccino Posted March 31, 2025 Posted March 31, 2025 (edited) I've noticed an issue with the Ecstasy Implant feature in that the player's eyes get stuck looking upwards (orgasm eyes). Edit: This issue also happens after sex. Edited April 1, 2025 by Vinccino
Deadkold Posted March 31, 2025 Posted March 31, 2025 Enjoying the mod! Thank you for your work. Is it possible to equip an Ecstasy Implant outside of a quest?
friendbacchus Posted April 1, 2025 Posted April 1, 2025 was there an actual description of the bad endings that I missed?
Deathguardian17 Posted April 2, 2025 Posted April 2, 2025 I have a Problem when i am hit the person who hit me and miself are becoming naked after the text message and then nothing goes further could it be that i have install the mod weong i have installed manual the Animation Felder in my Starfield directory and merged it in my Data Felder in C/Steam/Common/Starfield and the surrender mod with a Mod Manager
Vinccino Posted April 2, 2025 Posted April 2, 2025 56 minutes ago, Deathguardian17 said: I have a Problem when i am hit the person who hit me and miself are becoming naked after the text message and then nothing goes further could it be that i have install the mod weong i have installed manual the Animation Felder in my Starfield directory and merged it in my Data Felder in C/Steam/Common/Starfield and the surrender mod with a Mod Manager You probably installed the requirements (NAF or UAP) wrong. Check first if NAF is installed properly, using the mod's description. Afterwards, check if UAP is properly installed in the right folders, especially because the current folder structure of UAP is 1 layer deeper than it needs to be.
Deathguardian17 Posted April 2, 2025 Posted April 2, 2025 i have manualy instal the NAF SEDUCE and NAF Surrender and when i do it the torso of the Charakter is not there could there be a aunal how i have to install the ods and where i have to place the mods
Vinccino Posted April 2, 2025 Posted April 2, 2025 -Experienced Issues- Eyes are stuck looking up (orgasm) after sex or masturbation Ecstacy Implant does not check for vehicle riding, causes 'permanent' camera lock when triggered mid-drive Masturbation triggers mid-air, suspending character while active; afterwards, the character is rapidly dropped to ground level
Vinccino Posted April 2, 2025 Posted April 2, 2025 (edited) 11 minutes ago, Deathguardian17 said: i have manualy instal the NAF SEDUCE and NAF Surrender and when i do it the torso of the Charakter is not there could there be a aunal how i have to install the ods and where i have to place the mods Do you have the requirements installed? Native Animation Framework & User Animation Pack are both linked in the description near the top. It sounds like you either did not install the requirements at all, or you made an error when installing them. To be clear, Seduce and Surrender are two separate mods: neither is dependent on the other. Edited April 2, 2025 by Vinccino
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