climhazzard1 Posted January 23 Posted January 23 On 11/14/2025 at 5:57 AM, St8cy said: Assaults are triggered in a few different ways Player spell - maneuver DC attack roll (target's STR vs caster's highest between STR or DEX) Enemy attacks when the enemy is within 3m of their target Assaults will always trigger on crit and when the target is unconscious, prone, incapacitated, paralyzed or restrained Assaults will also trigger on A random chance for any attack - set in MCM An attack that does more damage than/matches the damage threshold set in MCM (if you set it to 15, any attacks that do 15 or more damage will trigger, 14 or less will not) Hello, I just started playing BG3 again thanks to finding this mod. I thought it might be the spice I need to finally finish this game, lol. I just wanted to make sure "Assaults will always trigger on crit and when the target is unconscious, prone, incapacitated, paralyzed or restrained" is still accurate? I swear this was in the original mod description, but I can't find it there now. I also wanted to suggest this as well.. "Would be pretty rad if there was an option to skip stripping of non-gear pieces (camp clothes, camp boots and underwear slot) and instead trigger Assault if just the Armor Slot is unoccupied/stripped and/or set number of gear pieces; and if conditions like sleeping and prone immediately trigger assaults. ik, its just a selfish suggestion/idea. either way am excited for developments " Mostly because I stopped wearing camp clothes altogether thanks to the way the mod works currently, which makes everyone nudists during camp scenes, lol. 1
Regcod Posted January 24 Posted January 24 Hello, there is a correct load order to get it work? in mcm menu I see again the older version (1.0.2.1) but I've installed the newer one. During combat when trigger assault action is triggered against my characters, they drop automatically to 1 hp also if the damage wasn't great and then the animation trigger on the character but not on enemy that continue to fight as nothing happened. ignoring the one on the ground. I've also the defeat mod and apparently look like that trigger hal defeat mod and half combat mod in these cases. I've installed both combat file and whitlelist file.
jdsmith4572 Posted January 24 Posted January 24 (edited) K, I was sitting in a jail cell, in my birthday suit, wondering what I should do now. I had my magic, but the guards were on the other side, of the bars!! Then it hit me!! What if St8cy made a ranged 'Assault'? We could call it 'Flirt', (After all. I'm dressed for it). I thought, to myself, surely St8cy wouldn't leave me to freeze, in this cell!! Right?!? Edit: Hmmm...Might not work. I tried Dominating a guard, & he just "popped" inside the cell, without opening the door! Rude! Edited January 24 by jdsmith4572
Crimsonfoxx14 Posted January 24 Posted January 24 Is this mod going to be progressed to work with latest BG3SX? Just super curious
Hypertion Posted January 24 Posted January 24 15 minutes ago, Crimsonfoxx14 said: Is this mod going to be progressed to work with latest BG3SX? Just super curious yes. some bugs, but yes.
St8cy Posted January 25 Author Posted January 25 (edited) On 1/23/2026 at 1:42 PM, MajetttheMage said: I think i found a bug. My characters are silenced after using assault ore beeing assaulted till i long rest. The bad thing is, i cant even talk to them. We'll remove the silence, it shouldn't be needed anymore as it only existied to pacify the character while the BG3SX actors took over, but that's not how it works any more. On 1/23/2026 at 8:44 PM, climhazzard1 said: Hello, I just started playing BG3 again thanks to finding this mod. I thought it might be the spice I need to finally finish this game, lol. I just wanted to make sure "Assaults will always trigger on crit and when the target is unconscious, prone, incapacitated, paralyzed or restrained" is still accurate? I swear this was in the original mod description, but I can't find it there now. I also wanted to suggest this as well.. "Would be pretty rad if there was an option to skip stripping of non-gear pieces (camp clothes, camp boots and underwear slot) and instead trigger Assault if just the Armor Slot is unoccupied/stripped and/or set number of gear pieces; and if conditions like sleeping and prone immediately trigger assaults. ik, its just a selfish suggestion/idea. either way am excited for developments " Mostly because I stopped wearing camp clothes altogether thanks to the way the mod works currently, which makes everyone nudists during camp scenes, lol. Yes the crit and status effects triggering enemy assault is still accurate, I removed it from the description because we added a bunch of other effects to the list and I didn't have time to write them all down - we'll update this ASAP. - Okay so it turns out the description has just been outdated for a while, my bad on that one. On 1/24/2026 at 8:00 PM, jdsmith4572 said: K, I was sitting in a jail cell, in my birthday suit, wondering what I should do now. I had my magic, but the guards were on the other side, of the bars!! Then it hit me!! What if St8cy made a ranged 'Assault'? We could call it 'Flirt', (After all. I'm dressed for it). I thought, to myself, surely St8cy wouldn't leave me to freeze, in this cell!! Right?!? Edit: Hmmm...Might not work. I tried Dominating a guard, & he just "popped" inside the cell, without opening the door! Rude! Like the idea, we'll add it to the list of potential triggers on our backlog, we're always looking for more ways to trigger the framework, not just through combat. On 1/24/2026 at 9:49 AM, Regcod said: Hello, there is a correct load order to get it work? in mcm menu I see again the older version (1.0.2.1) but I've installed the newer one. During combat when trigger assault action is triggered against my characters, they drop automatically to 1 hp also if the damage wasn't great and then the animation trigger on the character but not on enemy that continue to fight as nothing happened. ignoring the one on the ground. I've also the defeat mod and apparently look like that trigger hal defeat mod and half combat mod in these cases. I've installed both combat file and whitlelist file. Weird, the version should say 1.1.0.0 in MCM if you have the current version, which it sounds like you do because the 1hp thing is newly added as a consequence for failing to resist (This will be updated to be more in-depth later). As for the buggy animations, this was something I was expecting to happen and iirc in testing there were problems with cull the weak breaking up assaults doing a similar thing. We're looking into fixing it but if you could send us any additional info you can remember leading up to the issue (like party member/enemy/what statuses were applied) it would be a big help, we didn't have as much time to test this update as we would have liked. 23 hours ago, Crimsonfoxx14 said: Is this mod going to be progressed to work with latest BG3SX? Just super curious Is it not currently up to date? The BG3SX 2.0 update came while we were in the middle of making a bunch of big additions which is why the current update is so messy, hopefully nothing as disruptive will happen in the future and we'll be able to keep up with BG3SX while still adding new features. Edited January 25 by St8cy 3
MajetttheMage Posted January 25 Posted January 25 1 hour ago, St8cy said: We'll remove the silence, it shouldn't be needed anymore as it only existied to pacify the character while the BG3SX actors took over, but that's not how it works any more. Yes the crit and status effects triggering enemy assault is still accurate, I removed it from the description because we added a bunch of other effects to the list and I didn't have time to write them all down - we'll update this ASAP. - Okay so it turns out the description has just been outdated for a while, my bad on that one. Like the idea, we'll add it to the list of potential triggers on our backlog, we're always looking for more ways to trigger the framework, not just through combat. Weird, the version should say 1.1.0.0 in MCM if you have the current version, which it sounds like you do because the 1hp thing is newly added as a consequence for failing to resist (This will be updated to be more in-depth later). As for the buggy animations, this was something I was expecting to happen and iirc in testing there were problems with cull the weak breaking up assaults doing a similar thing. We're looking into fixing it but if you could send us any additional info you can remember leading up to the issue (like party member/enemy/what statuses were applied) it would be a big help, we didn't have as much time to test this update as we would have liked. Is it not currently up to date? The BG3SX 2.0 update came while we were in the middle of making a bunch of big additions which is why the current update is so messy, hopefully nothing as disruptive will happen in the future and we'll be able to keep up with BG3SX while still adding new features. Sorry, but i cant find the updated file.
Crimsonfoxx14 Posted January 25 Posted January 25 (edited) the combat mod was last updated on wednesday and i think i reported my big issues on the friday. So at the moment its still the buggy version i had game breaking issues with that is the wednesday version? it says updated an hour ago but i am guessing thats just the description page? the files are all still showing as last wednsday. If so i will wait until a more stable version is released. The issue i had was the whole opening scene as i arrive at the grove and following NPC interactions, totally failed and all ability to interact with anyone, including Wyll was gone. I removed this mod, loaded a save just pre that main grove scene and it ran properly. I rather wait to use this mod until i am happy no big scenes and important moments wont be broken. But i will watch this progression eagerly Edited January 25 by Crimsonfoxx14 1
St8cy Posted January 25 Author Posted January 25 59 minutes ago, MajetttheMage said: Sorry, but i cant find the updated file. This one: The old ones are there in case people are still running the old BG3SX 1
St8cy Posted January 25 Author Posted January 25 23 minutes ago, Crimsonfoxx14 said: the combat mod was last updated on wednesday and i think i reported my big issues on the friday. So at the moment its still the buggy version i had game breaking issues with that is the wednesday version? it says updated an hour ago but i am guessing thats just the description page? the files are all still showing as last wednsday. If so i will wait until a more stable version is released. The issue i had was the whole opening scene as i arrive at the grove and following NPC interactions, totally failed and all ability to interact with anyone, including Wyll was gone. I removed this mod, loaded a save just pre that main grove scene and it ran properly. I rather wait to use this mod until i am happy no big scenes and important moments wont be broken. But i will watch this progression eagerly Yeah, sorry, it was just the description updated, the silence fix will be out in the next day or two 4
Crimsonfoxx14 Posted January 26 Posted January 26 no worries was just clarifying. Love what is being done so thank you ❤️
Regcod Posted January 27 Posted January 27 On 1/25/2026 at 9:39 PM, St8cy said: We'll remove the silence, it shouldn't be needed anymore as it only existied to pacify the character while the BG3SX actors took over, but that's not how it works any more. Yes the crit and status effects triggering enemy assault is still accurate, I removed it from the description because we added a bunch of other effects to the list and I didn't have time to write them all down - we'll update this ASAP. - Okay so it turns out the description has just been outdated for a while, my bad on that one. Like the idea, we'll add it to the list of potential triggers on our backlog, we're always looking for more ways to trigger the framework, not just through combat. Weird, the version should say 1.1.0.0 in MCM if you have the current version, which it sounds like you do because the 1hp thing is newly added as a consequence for failing to resist (This will be updated to be more in-depth later). As for the buggy animations, this was something I was expecting to happen and iirc in testing there were problems with cull the weak breaking up assaults doing a similar thing. We're looking into fixing it but if you could send us any additional info you can remember leading up to the issue (like party member/enemy/what statuses were applied) it would be a big help, we didn't have as much time to test this update as we would have liked. Is it not currently up to date? The BG3SX 2.0 update came while we were in the middle of making a bunch of big additions which is why the current update is so messy, hopefully nothing as disruptive will happen in the future and we'll be able to keep up with BG3SX while still adding new features. Hi, maybe the mess could be caused also by a wrong hp calculation due to temporary hit points? for the version, there could be some cache to be cleaned that doesn't allow to show up the right version? Anyway I'll try asap your new release and I'll let you know. Thank you for your answer.
marukisenpai98 Posted January 27 Posted January 27 (edited) Heyo, Don't know if this is a feature or a bug. Whenever I engage in the combat sex with one enemy remaining the combat just ends and the sex quickly ends after that with the person just running off afterwards. Wondering if this is on purpose, or if it's bugged, and if so how do I fix it? Load Order Edited January 27 by marukisenpai98 Added Load Order
seashepherd95 Posted January 27 Posted January 27 hello , sorry for distrub , i think i have a probleme but i dont know where , when i start scene during the fight with monster , there is animation for my charactere but not for the moster there is my mod liste
thegamernailer Posted January 27 Posted January 27 im using the latest update with 2.0bgsx and the assaults happen but they dont initiate an encounter after the clothes are removed i tested that its not a bgsx issue so does someone know what the problem could be?
St8cy Posted January 27 Author Posted January 27 2 hours ago, marukisenpai98 said: Heyo, Don't know if this is a feature or a bug. Whenever I engage in the combat sex with one enemy remaining the combat just ends and the sex quickly ends after that with the person just running off afterwards. Wondering if this is on purpose, or if it's bugged, and if so how do I fix it? Load Order Yeah, before a scene starts BG3SX pulls the character out of any combat they're in, and the CombatSex mod immediately puts them back in combat so you don't notice it when there's multiple enemies, but when there's only 1 left combat just stops and starts. Since it's hardcoded into BG3SX there's not much we can do about that on our end, sorry. 44 minutes ago, seashepherd95 said: hello , sorry for distrub , i think i have a probleme but i dont know where , when i start scene during the fight with monster , there is animation for my charactere but not for the moster there is my mod liste Can you tell me what race the monster is? If it's not one that's whitelisted by BG3SX it won't trigger an animation. It seems a bit weird that your character is playing the animation but the creature isn't tho. 19 minutes ago, thegamernailer said: im using the latest update with 2.0bgsx and the assaults happen but they dont initiate an encounter after the clothes are removed i tested that its not a bgsx issue so does someone know what the problem could be? It's possible the assault initiator isn't whitelisted - the stripping only cares about if the victim is whitelisted, but for the assault both participants need to be.
St8cy Posted January 27 Author Posted January 27 2 minutes ago, seashepherd95 said: imp from the spawn in the ship They aren't whitelisted and I don't see a whitelist in your load order that could possibly be adding them, so they shouldn't be triggering any animations, we'll look into if our whitelist checks need to be more robust to prevent scenes starting with only the victims. can I ask how you're trying to start the scene (is the enemy attacking you or are you using a spell on the enemy?)
seashepherd95 Posted January 27 Posted January 27 7 minutes ago, St8cy said: They aren't whitelisted and I don't see a whitelist in your load order that could possibly be adding them, so they shouldn't be triggering any animations, we'll look into if our whitelist checks need to be more robust to prevent scenes starting with only the victims. can I ask how you're trying to start the scene (is the enemy attacking you or are you using a spell on the enemy?) I cast a spell on him to trigger the animation. Is the whitelist configurable? Or is it pre-installed in the mod and I don't need to change it?
thegamernailer Posted January 27 Posted January 27 1 hour ago, St8cy said: It's possible the assault initiator isn't whitelisted - the stripping only cares about if the victim is whitelisted, but for the assault both participants need to be. the most recent example was i believe a gnoll that's most likely the cause however i couldn't find a whitelist in the mcm menu and don't know how to set that up is this a whitelist for bg3sx or does there have to be a separate whitelist for this mod 1
St8cy Posted January 28 Author Posted January 28 2 hours ago, seashepherd95 said: I cast a spell on him to trigger the animation. Is the whitelist configurable? Or is it pre-installed in the mod and I don't need to change it? 1 hour ago, thegamernailer said: the most recent example was i believe a gnoll that's most likely the cause however i couldn't find a whitelist in the mcm menu and don't know how to set that up is this a whitelist for bg3sx or does there have to be a separate whitelist for this mod Whitelisting is a BG3SX thing, they disable a lot of races because most animations are built for specific bodytypes and can look weird on others, but they can be reenabled using a whitelist. There should be guides somewhere for making your own whitelist but we did include a whitelist on the CombatSex download page called 'St8cy Whitelist', that enables goblins and the short playable races, which you can extract with the BG3 modding multitool to see how it works and build your own on top of. Gnolls and imps are not whitelisted by default so you'd have to whitelist them yourselves.
climhazzard1 Posted January 28 Posted January 28 Not really a fan of how combat ends immediately in version 1.1.1 if the remaining enemy successfully initiates sex with one of your characters. The animation just gets interrupted almost immediately and then combat restarts.
St8cy Posted January 28 Author Posted January 28 22 minutes ago, climhazzard1 said: Not really a fan of how combat ends immediately in version 1.1.1 if the remaining enemy successfully initiates sex with one of your characters. The animation just gets interrupted almost immediately and then combat restarts. Again, this is something hardcoded into the framework, we do our best to bypass it which works when there's multiple enemies, but there's not much more we can do about it on our end. I suppose we could just 'defeat' the enemy if they're the only enemy left (by restraining/dominating them or something) so it's not so jarring, but I worry it might be unbalanced for a player to be able to immediately beat bosses once they're solo just by winning a single assault roll... we'll look into what options we have
Chroniko Posted January 28 Posted January 28 (edited) 12 minutes ago, St8cy said: Again, this is something hardcoded into the framework, we do our best to bypass it which works when there's multiple enemies, but there's not much more we can do about it on our end. I suppose we could just 'defeat' the enemy if they're the only enemy left (by restraining/dominating them or something) so it's not so jarring, but I worry it might be unbalanced for a player to be able to immediately beat bosses once they're solo just by winning a single assault roll... we'll look into what options we have One thing that comes to mind is creating a temporary summon (invisible with no actions?) that stays in combat, but that might involve a lot more work and complexity than I think. Edited January 28 by Chroniko
climhazzard1 Posted January 28 Posted January 28 5 hours ago, St8cy said: Again, this is something hardcoded into the framework, we do our best to bypass it which works when there's multiple enemies, but there's not much more we can do about it on our end. I suppose we could just 'defeat' the enemy if they're the only enemy left (by restraining/dominating them or something) so it's not so jarring, but I worry it might be unbalanced for a player to be able to immediately beat bosses once they're solo just by winning a single assault roll... we'll look into what options we have Ah, sorry, I was unaware of the limitations. Well, don't do anything to drastic. Though those Succubus player mods might like something like that, it wouldn't make sense from a victim perspective, and it'd be to easy besides. I wonder how it'd feel if it automatically paused the game after combat ends? Could give you time to appreciate the animation and reinitiate combat at your leisure. 1
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