dkatryl Posted Sunday at 06:46 PM Author Posted Sunday at 06:46 PM Okay, update is basically ready, but I shipped it over to CGi to the strings to be translated into German first to save an update step. Once I get it back, I'll post the update. What will be in the update: Usage of SLP+ APIs for Sex Scenes for those using newer Framework. Original Framework still supported. FOMOD install created to choose between using SLP+ or OG SexLab. Serana Plugin no longer a separate .ESP, and is instead baked into the main mod. The extra .ESM dependency for the Serana Plugin is also no longer needed. Fixed several dialog pathing/Alias issues when trying to setup a 3way scene. Removed erroneous Alias being assigned which was causing NPC to follow you like a lost puppy after being assaulted. For the OG SexLab version. replaced remaining 'SexLab.GetAnimationsByType' with 'SexLab.GetAnimationsByTags' to be consistent throughout all scripts. Shout/Grapple will now automatically succeed against any opponent that has already submitted to either of them. New Message Prompt for this scenario. Removed the Health <= 90% check on the initial Declare dialog, as beyond being redundant due to the SubmitFaction check, but if the NPC's life refilled beyond 90% before you talked to them, the dialog wouldn't appear. When player and/or follower surrender and are robbed, combined 'gold and items were stolen' type messages to reduce message spam. Numerous adjustments to player surrender scenes to improve timing/flow. Other minor scripting issues resolved that were discovered while testing various scenarios.
dkatryl Posted Monday at 01:31 AM Author Posted Monday at 01:31 AM Update is live! 😀 Hope everyone can enjoy! 2
dkatryl Posted Monday at 09:09 PM Author Posted Monday at 09:09 PM (edited) I use MO2, and didn't experience that. In fact, the last thing I did before posting was remove the mod entirely, and then install it via the FOMOD, then load my last save to make sure it worked without any hiccups. What mod organizer are you using? Edited Monday at 09:12 PM by dkatryl 1
walok Posted Tuesday at 10:03 AM Posted Tuesday at 10:03 AM My Mod installer stops the install for the newest version and show a message like this The element "config" has an invalid secondary element "includeDependencies". Expected was a list of possible Elements: "RequiredInstallFiles, installSteps, conditionalFileInstalls".
panda9292 Posted Tuesday at 05:59 PM Posted Tuesday at 05:59 PM 20 hours ago, dkatryl said: i use vortex. it's a strange problem. this is the first time i've seen this messanges. :( Btw i really like your mod. in special the dialog system.
foreveraloneguy Posted Tuesday at 07:43 PM Posted Tuesday at 07:43 PM 22 hours ago, dkatryl said: I use MO2, and didn't experience that. In fact, the last thing I did before posting was remove the mod entirely, and then install it via the FOMOD, then load my last save to make sure it worked without any hiccups. What mod organizer are you using? If you built the fomod in MO2 it's incompatible with Vortex, though fomods built for Vortex will work with MO2.
dkatryl Posted Tuesday at 09:10 PM Author Posted Tuesday at 09:10 PM Try this while I look into things. (Ignore version numbering, it is the exact same version of the mod) SL-Submit_SE-AE_V1-2-0-6.7z
panda9292 Posted Tuesday at 10:11 PM Posted Tuesday at 10:11 PM same problem but i'll try the mod later, ignoring this messanges. (i'll make a backup first) thanks
dkatryl Posted Tuesday at 11:25 PM Author Posted Tuesday at 11:25 PM (edited) Hrm, then I will look into it. I will post two non-FOMOD versions in a moment for non-MO2 users, one for OG SL and one for SLP+, while I look into what the issue is. [Edit] Posted. It's at the bottom of the list: Edited Tuesday at 11:45 PM by dkatryl 1
chuckdm Posted Tuesday at 11:27 PM Posted Tuesday at 11:27 PM (edited) I haven't used Submit in years but I am so happy to see you're back, it was always my favorite defeat mod! One question: is there a MCM option to disable gear/gold theft on player surrender? I vaguely recall that used to be a thing but I may be misremembering. EDIT: Nevermind, re-read the description for a third time and I see it. I can live without my gold I guess. Edited yesterday at 12:42 AM by chuckdm
dkatryl Posted yesterday at 01:15 AM Author Posted yesterday at 01:15 AM 1 hour ago, chuckdm said: I haven't used Submit in years but I am so happy to see you're back, it was always my favorite defeat mod! One question: is there a MCM option to disable gear/gold theft on player surrender? I vaguely recall that used to be a thing but I may be misremembering. EDIT: Nevermind, re-read the description for a third time and I see it. I can live without my gold I guess. Other than its ability to purchase things, gold is useless! 😁
dkatryl Posted yesterday at 01:21 AM Author Posted yesterday at 01:21 AM Reposted to the main page with a modified FOMOD .xml. Again, works perfectly fine with MO2. If you're a Vortex user, please give it a try and let me know if it succeeds.
vjnmrf Posted 19 hours ago Posted 19 hours ago On 5/20/2026 at 11:49 PM, dkatryl said: As for the "Player as the Victim" content, I only added it due to popular request way back then. It's serviceable enough (The player gets raped, robbed, and then tied up, and has to escape before it happens again, as well as at least your first follower), but by no means is it robust enough to incorporate the various Slavery mods and such out there that focus on that. Sounds like at least one of the versions of Defeat already handles that, so there's no reason for me to reinvent the wheel on a part that doesn't really interest me. And yet, your mod is the only one that handles the "death alternative" more or less properly. That is, rape and subsequent escape. The aforementioned Defeat (like Simple Defeat) handles this very poorly – attempting to escape results in a new attack and the character's death.
dkatryl Posted 10 hours ago Author Posted 10 hours ago (edited) 9 hours ago, vjnmrf said: And yet, your mod is the only one that handles the "death alternative" more or less properly. That is, rape and subsequent escape. The aforementioned Defeat (like Simple Defeat) handles this very poorly – attempting to escape results in a new attack and the character's death. Well, that's good to hear, at the very least. (Just to be clear, attempting to escape *may* result in a new round of abuse on the player, but that just means, Oopsie! you need to try again! lol) Edited 10 hours ago by dkatryl
DonQuiWho Posted 10 hours ago Posted 10 hours ago 9 hours ago, vjnmrf said: And yet, your mod is the only one that handles the "death alternative" more or less properly. That is, rape and subsequent escape. The aforementioned Defeat (like Simple Defeat) handles this very poorly – attempting to escape results in a new attack and the character's death. Really? No offence intended at all to @dkatryl, whosew mod here is really nice - always has been - but have you tried the update of Goubo's original version by @Bane Master? It doesn't sound like you have .... DQW
vjnmrf Posted 9 hours ago Posted 9 hours ago 50 minutes ago, dkatryl said: (Just to be clear, attempting to escape *may* result in a new round of abuse on the player, but that just means, Oopsie! you need to try again! lol) This doesn't raise any questions – the main thing is that you can still escape successfully (I've run a couple dozen tests). "It just works" (you know who said it).
vjnmrf Posted 9 hours ago Posted 9 hours ago 39 minutes ago, DonQuiWho said: Really? No offence intended at all to @dkatryl, whosew mod here is really nice - always has been - but have you tried the update of Goubo's original version by @Bane Master? It doesn't sound like you have .... DQW As if I haven't tried. After the "upgrade," there's a hard-coded pacification limit of 15 seconds, which is completely insufficient. (In fact, in the original LE version, escaping was still possible, as far as I remember.) Alternative options like "waking up in the nearest tavern" or "abandoned on the side of the road" aren't great either—after being raped in the Rift, character can end up somewhere in the Reach. And Defeat itself, to put it mildly, is overloaded with all sorts of unnecessary crap.
DonQuiWho Posted 9 hours ago Posted 9 hours ago (edited) 23 minutes ago, vjnmrf said: As if I haven't tried. After the "upgrade," there's a hard-coded pacification limit of 15 seconds, which is completely insufficient. (In fact, in the original LE version, escaping was still possible, as far as I remember.) Alternative options like "waking up in the nearest tavern" or "abandoned on the side of the road" aren't great either—after being raped in the Rift, character can end up somewhere in the Reach. And Defeat itself, to put it mildly, is overloaded with all sorts of unnecessary crap. Did you try it with the @AndrewLRG addon? Anyway, probably best to just forget it. The version(s)/addons that I'm using ( Defeat Updated by Bane Master LE/SE + Dynamic Defeat LRG Patch by andrewLRG + Follower Slavery Mod (FSM) (14/12/2025) 1.734 by Bane Master) haven't got hard coded 'Player as Victim' outcomes, nor just the simple Post Assault outcomes you seem to be describing, and actually include a whole lot more, at least on an initial comparison with what you mentioned. At best, we're probably just playing completely different mod versions, and as this is someone else's thread, let's just leave it at that DQW Edited 8 hours ago by DonQuiWho
dkatryl Posted 7 hours ago Author Posted 7 hours ago I don't mind a bit of feature comparisons so people can make informed decisions about one vs the other (or both if they want to mix and match features). (My feelings won't be hurt if people prefer Defeat, or any other mod.) But beyond that, yes it is probably better for DMs or the other mod's threads.
dkatryl Posted 7 hours ago Author Posted 7 hours ago Unrelated to the previous handful of posts, did anyone that had issues with the initial FOMOD in Vortex try the current version?
chuckdm Posted 2 minutes ago Posted 2 minutes ago (edited) Personally I had severe problems getting Vortex to play nice with FNIS so I moved all my Skyrim mods back to NMM Community Edition and that has worked fine. For whatever it's worth, the FOMOD before you published the loose files version worked perfectly fine with NMM. Whatever was wrong, it's a Vortex and/or MO2 problem. Personally I wish I had the option for an old school FOMM style mod manager. I don't use profiles, never have, and never will. I don't really want symlinks, just install the damn files. But then I also stubbornly refuse to move to Nemesis or Pandora or whatever the hell else people are hyping now. "If it ain't broke, don't fix it" is my POV. FNIS works fine in 2026 with the current version of AE. Until it shows me a problem I have no reason to change. Since 2014 it hasn't shown me a single issue yet. And I'm sure someone will think it's ironic that I fully support P+, but that's different. Regular SL is "broke" in the sense that it's slower than Christmas. P+ fixes that. EDIT: Yes, I am aware that Vortex has a special config workaround for FNIS. Tried it six times, didn't work once. Could I have made it work? Probably. Was it worth the effort to keep trying? Absolutely not. Edited just now by chuckdm
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