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[Animation] NAF Surrender (Updated 05/28/26)


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Posted (edited)
On 4/29/2026 at 7:55 PM, Gray User said:

 

Guard should work now. 

 

I will update ship boarding mod soon, making version where there is chance of starting capture quest from this mod so not just getting boarded over and over. Also, sex scenes on ship sometimes break ship modules. 

Yes specialy place doors in ship break almost any sex mods in ship, thx for the update!!

Btw do u know why most of places darkens when animations starts?

Edited by Darkniky
typed wrong
Posted
On 5/3/2026 at 4:15 AM, prinyo said:

Uhm, sorry if this is a stupid question but how do I stop a scene once is has started?

 

Scene will run for as many loop as set in mod (each loop = 20 seconds). To change number of loops you must console coc aasurrendercell and then use terminal to change mod setting. Then you can set whatever number of loops you want 😁

  • 2 weeks later...
Posted
1 hour ago, Rockvell said:

tell me, will you rebuild this mod, and others, taking into account the new version?

This should work just as well with the new game version than with the previous one.

Posted
On 12/12/2024 at 2:38 PM, Gray User said:

PLEASE DO NOT EQUIP/UNEQUIP QUICKLY. Each time implant is equipped it start timer (can set times in debug terminal). If you remove, wear, remove, wear, will end up with many timers and CTD. If you take implant off, wait 15 minutes game time before putting on again (there is message that print in corner of screen when it is ok). 

 

Note that you could avoid this problem with global variables tracking the state of this timer (or actor values if it works on npcs).

 

Mark that the timer is active by recording when it's supposed to finish. When the implant is equipped you check if the timer is already activated - if it is, instead of starting a new timer, you update the end time in that variable. When the timer goes off, you of course check that the implant is equipped - if it is, check if the end time is in the future - and if so, start a new timer for the remaining time.

 

You could get fancier by also tracking unequips and doing something when that happens (I can think of several good possibilities).

Posted
On 5/16/2026 at 11:34 PM, sen4mi said:

 

Note that you could avoid this problem with global variables tracking the state of this timer (or actor values if it works on npcs).

 

Mark that the timer is active by recording when it's supposed to finish. When the implant is equipped you check if the timer is already activated - if it is, instead of starting a new timer, you update the end time in that variable. When the timer goes off, you of course check that the implant is equipped - if it is, check if the end time is in the future - and if so, start a new timer for the remaining time.

 

You could get fancier by also tracking unequips and doing something when that happens (I can think of several good possibilities).

 

Makes sense. The script do include a global var that tracks if timer active (this do not always work like I expect), and have made many attempts to make function that shut off or end timer when item removed, but even if I use conditional to only trigger when effect that ends is specific MGEF from vibrator, they trigger every time any magic item is unequipped and I do not know why). But, I am not actually good at writing code (I am amateur animator who wrote surrender because no one else did). 

 

Is there example of this in a Starfield mod I can look at? (mostly, not sure what function for this - I am comparing a gametime to a global that is updated to match the gametime when event should trigger? And, I am doing something wrong when checking for unequip, but do not know what)

Posted
On 5/17/2026 at 10:17 AM, Toddi said:

Is it compatible with StarField 1.16.242 ?

 

Maybe?

 

Sort of compatible with any version of starfield that has SAF support (But SAF never works well for me, and I think SAF is causing save corruption on update from last week, so maybe wait). Because Surrender call function from SAF, and those do not change, Surrender do not need updates with every game patch.

 

SAF/MCF/SFSE/Address Libs must be updated because they hook into pieces of game code that change (I do not know details of those). 

Posted
On 5/3/2026 at 2:07 AM, Darkniky said:

Yes specialy place doors in ship break almost any sex mods in ship, thx for the update!!

Btw do u know why most of places darkens when animations starts?

 

From comment on Seduce, I think light problem come from Surrender mod calls TFC/TCL console command to make free camera during scene. It sound like some cells (maybe cell from some mods?) have lighting that break when these commands called. 

Posted

If I use Seduce in the Key, all lights goes off :) I wanted to check if it was TFC/TCL or Fade In/Fade Out but do not have the correct save to test at this moment.

Posted
On 5/20/2026 at 10:05 AM, jaam said:

If I use Seduce in the Key, all lights goes off :) I wanted to check if it was TFC/TCL or Fade In/Fade Out but do not have the correct save to test at this moment.

 

I upload new version (1.2) that I think fixes this? Since SAF do not work for me and I do have energy to reload game 50 time to hope it work, hard to test. 

Posted

I am concentrating on F4 new update but I should check on Starfield this weekend. Thank you.

Posted
On 5/28/2026 at 4:13 PM, Gray User said:

 

I upload new version (1.2) that I think fixes this? Since SAF do not work for me and I do have energy to reload game 50 time to hope it work, hard to test. 

 

1.2 fixes that IF you don't use TFC.  Using TFC breaks the lighting in ships/stations regardless which sex mod you're using.  At least if the player character is involved anyways.  I've never tried enabling TFC when it's only NPC's involved (IE Gergel) as there's not really a point.

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