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SexLab Submit SE v1.0.1 - (08JUN26)

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It's been a 12 year hiatus since I last played Skyrim, but I decided to dust off my old mod and make it work for SE.

 

As far as features, it is currently identical to to where it was from the last LE update.  See this thread for reference:

Spoiler

 

 

Most Recent Changes

v1.0.1 - (08JUN26)

  • Removed 'Follow' AI package from the Surrender Alias.  This should now fully prevent NPCs that you submit in the wild from following you unless you choose the 'Turn in for a bounty' option.

 

v1.0.0 - (31MAY26)

  • 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.  New version numbering going forward.
  • German Translation of Localization Strings done by CGi.
  • 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.

 

23MAY26 1205

  • 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.
  • Replaced remaining 'SexLab.GetAnimationsByType' with 'SexLab.GetAnimationsByTag' to be consistent throughout all scripts.

 

19MAY26 2006

  • While correcting Serana Plugin reference errors, realized ###Roll < ###Chance checks *should* have been ###Roll <= ###Chance in the main mod as well.  Very minor update.

 

19MAY26 1857

  • SexLab Submit Serana SE plugin has been localized
  • Property reference errors in the _SLSubmitSerana quest have been corrected.

 

19MAY26 1634

  • Deleted Debug.Notification() call that was left in the _slsubmitboundhelpeasy.pex script.

 

18MAY26 1847

  • Fully Localized the main .ESP file.  That includes the PC Speechcraft choices, as well as replacing *all* debug.notification() in the scripts with Message.Show() prompts, utilizing Messages that could be fully localized.
  • Added several new Messages, in particular for when the Player surrenders, to help set the scene.  The intent was only to describe what was happening to the Player, not tell them how they feel about it.  That is for your imagination!  As always, localization means you can always change the messages to suit your tastes!
  • Added SetProtected(True) state to NPCs that submit to you, whether it is via the Ambush, Shout, or Grapple.  This should prevent them from being killed in a big chaotic fight.  (Protected NPCs can always be killed by the Player if things go sideways)
  • Made minor tweaks to the various Speechcraft initiated consensual sex encounters.  Vanilla Sex, Oral, and Anal have Aggressive tagged animations excluded.  The Rough option will require the Aggressive tag.  Random only requires at least 2 actors in the animation (support for 3-way has always existed)
  • Tested and confirmed to be SexLab P+ compatible.  (OStim uses different APIs, so won't be compatible, nor do I have plans to bother with that.)
  • SLSubmit Serana Plugin has not been localized yet.  It had ~100+ errors when examined in xEdit, so I need to look into what the issue is there first.

 

07MAY26 1630

  • Redundant topic with Invalid Alias (_SLSubmitPrisonerTopic) was deleted from _SLSubmit quest.  Wasn't used in game, but would show as error in xEdit.

 

04MAY26 1633

  • Re-added Serana plugin.  This is an entirely optional plugin that was created for the LE version of the mod, simply repackaged to work with SSE.  Requirements are shown below.

 

03MAY26 1816

  • Repackaged SE with minor text formatting in the .esp and a fresh .seq.  No scripts changes were found to need changing/updating after a week of testing.

 

28APR26 1926

  • Repackaged original LE version of 'Sexlab Submit' into 'Sexlab Submit SE' for the file names.  (It will still show up as "Sexlab Submit" inside the MCM menu.)

 

Basic Mod Description

The original concept of this mod is to allow your character to engage in combat with an opponent (Random bandits, necromancers, etc), beat them down, and then have the option to initiate the "aggressive sex" animations on them as opposed to just killing them. Since its conception, the mod has grown in scope to the point that the original description doesn't cover everything, so I will simply list the main features:

  • Force weakened NPCs to submit during combat, allowing the player to then rape and/or rob them.
  • Use stealth to ambush sleeping or unaware NPCs, allowing the player to then rape and/or rob them.
  • Bounty turn ins, allowing the player to turn in hostile NPCs to guards for a gold reward, as opposed to just leaving them standing around.
  • Make it possible for the player to surrender to hostile NPCs, either manually or automatically, which will cause them to be raped and robbed.
  • Speechcraft options to Seduce, Bribe non-hostile NPCs, allowing the player to engage in a variety of consensual sex acts with them.
  • Speechcraft option to Coerce non-hostile NPCs, allowing the player to then rape and/or rob them.
  • Non-rape option to allow all of the overall functions to work (i.e. no rape, just robbing). Any consensual sex will still be left in.

 

Mod Status

Complete (Minus bug fixes as needed)

No new content planned.

 

Known Issues

  • All Submit's files are custom, and no files from the base game or any other mod are overwritten, so there will be no direct mod conflict with any other mods.  However, there may be functional overlap with other 'Death Alternative' type mods.  This was made in a modular fashion, so most functions can be disabled via the MCM to allow other mods to take over to avoid those types of conflicts.

 

Requirements for Sexlab Submit

Skyrim 1.6.1170
SexLab 1.66b (Or more recent)
SkyUI 5.2 (Or more recent)
SKSE64 2.26 (Or more recent)

 

Requirements for Sexlab Submit Serana (Now part of the main mod!)

Skyrim 1.6.1170
SexLab 1.66b (Or more recent)
SkyUI 5.2 (Or more recent)
SKSE64 2.26 (Or more recent)

Dawnguard

http://www.loverslab.com/topic/26307-shared-serana-dialogue-modders-resource/

Sexlab Submit SE 03MAY26 1816 (Or more recent)

 

Submit Shout Hotkey

This feature was added on 07JUN13, and replaced the previous method of dropping combat via modified Bleedout/Flee dialog scripts. It functions as such:

 

 
  • The 'Submit Shout' functions like any other shout in the game, specifically like the very first one you learn, "Fus". Simply push the Hotkey button you configured for this and you will shout at your target if they are in range. (This is an aggressive action, so using it in town will make guards attack, etc)
  • Despite the 'Submit Shout' functioning like other shouts, you do not need to truly learn it like the other shouts. What this means is 1) You don't have to unlock the Shouts through the main quest and can do it as early as Helgen, and 2) You won't have some oddball spell or two cluttering up your spellbook.
  • The 'Submit Shout' has a default cooldown of 10sec. This is configurable between 5-15sec. This cooldown will also trigger the overall shout/power cooldown, and if you use a regular shout/power, then this will also be on cooldown until the first shout is ready again. This is to prevent you from just mindlessly spamming this function and cheesing it out completely. <_<
  • If the target resists the shout, you can simply use it on them again once the cooldown expires. This can be done as many times as needed, provided that both you and your target remain alive, for obvious reasons. :P
  • The 'Submit Shout' requires the victim to at least be <=90% life (major increase from the original <=20% from previous versions) or else they will auto-resist. From there, it has a variable success chance, based largely on the victim's health %, speech, and level versus the player's.
  • SuccessChance = (((100 - THealth) * PHealth / 100) + ((PSpeech - TSpeech)/4) + (PPrime - TPrime) + _SLConfig.Difficulty - _SLSubmitFailurePenalty.GetValue() )
  • Prime/TPrime is the highest value between OneHanded, TwoHanded, Marksman, & Destruction.
  • There is a cumulative -10% penalty to the 'Submit Shout' success chance for each failure, to a maximum of a -50% penalty after 5 consecutive failures. This penalty is reduced by 10% for each success. So in other words, past failures make it more difficult, past successes makes it easier.
  • There is a MCM slider that will give a bonus to success from between 0-25%.
  • SuccessChance is hard capped at a max of 90%, so there will always be at least a 10% chance to fail no matter what.
  • SuccessChance is hard capped at a min of 10% chance to succeed, plus the 0-25% bonus chosen from the MCM slider, for a total min of 10-35%.
  • There is a debug.notification option which will display your success chance and what you rolled versus that chance, as well as letting you know if the victim is still > 90% health (or simply an invalid target, such as animals) and auto-resisting.

Submit Grapple Hotkey

This feature was added on 10JUL13, and is simply an alternate, and slightly more difficult, method of getting an NPC to submit during combat:

 

 
  • The 'Submit Grapple' functions identically to the Shout in all respects except for how it is executed in combat.
  • It is designed to resemble more of a close quarter grapple attack and is intended for players that might prefer a slightly more challenging method to initiate a submit attempt.
  • Unlike the Shout, which enjoys the rather forgiving targeting of a cone effect, the Grapple is treated like a 'Contact' spell, meaning you have to be very close to your target.
  • Unlike the Shout, which shares the Powers cooldown, the Grapple is not tied to any cooldown. Instead, it costs 50 Stamina per attempt.
  • Success results a brief beatdown of the opponent and you strip their mainhand weapon (It is then added to your inventory), after which everything works identically to how the Shout works.
  • Failure results in both the player and the opponent staggering briefly away from each other as they fight you off, which means if used in the middle of a big melee, failure poses more of a penalty as you will be unable to react for a few moments unlike the Shout.
  • Failure also adds a 10% failure penalty per attempt, just like the Shout. Success reduces any penalty by 10%, just like the Shout.
  • The Grapple uses the same success chance algorithm as the Shout.
  • There is a small visual cue when you attempt the Grapple so that even if you are out of range with your target, you will still see that your character attempted something. It still costs 50 Stamina even if you are out of range of your target.
  • There is a MCM option to toggle between using the Grapple vs the Shout.

Submit Ambush Hotkey

This feature was added on 27JUN13, but the original version was completely thrown away and redone from scratch. The new version was released on 06JUL13. It functions as such:

 

 
  • The 'Submit Shout' functions when standing just as before. However, when in stealth, the 'Shout' is disabled. Instead, you can attempt a 'Submit Ambush'.
  • You must be close to your victim (Within range of a contact-only spell) and either they don't have Line-of-Sight on you or they must be sleeping.
  • Unlike the Shout, which shares the Powers cooldown, the Ambush is not tied to any cooldown. Instead, it costs 50 Stamina per attempt, similar to the Grapple.
  • If you fail, the target will push you away and start combat, causing an assault bounty if used on a nonhostile NPC. (You can still always just wear them down and then use the Shout or Grapple on them.)
  • Sleeping SuccessChance = (((100 - THealth) * PHealth / 100) + (PSneak - TSneak) + ((PPrime - TPrime)/4) + 50 + _SLConfig.Difficulty)
  • Normal SuccessChance = (((100 - THealth) * PHealth / 100) + (PSneak - TSneak) + ((PPrime - TPrime)/4) + 25 + _SLConfig.Difficulty)
  • PPrime/TPrime is the highest value between OneHanded, TwoHanded, Marksman, & Destruction.
  • There is a MCM slider that will give a bonus to success from between 0-25%.
  • SuccessChance is hard capped at a max of 90%, so there will always be at least a 10% chance to fail no matter what.
  • SuccessChance is hard capped at a min of 10% chance to succeed, plus the 0-25% bonus chosen from the MCM slider, for a total min of 10-35%.
  • Success results in you automatically robbing/raping the victim. Failure results in them going hostile.
  • Nearby guards will trigger an AssaultAlarm (Bounty) if you use this on civilian types and they see you. As well, they will also trigger it if they see you robbing/raping your victim, so use at own risk in town. ;)
  • There is a small visual cue when you attempt the Ambush so that even if you are out of range to your target, you will still see that your character attempted something. It still costs 50 Stamina even if you are out of range of your target.

Follower Support

This feature was added on 15JUN13, and was made possible in large part to studying Ashal's SexLab Framework demo 'Matchmaker' and I repurposed parts of it for this feature. It functions as such:

 

 
  • It will still require dialog in order for it to use this feature. Your followers will not just start automatically raping NPC's, as I have no interest in that as I feel the novelty would wear off quite quickly and just get annoying, and I am making this mod for myself first and foremost.
  • After you have successfully forced an NPC to submit, you previously had the option to either have a turn or to just strip and rob them. Now, if you have at least one follower with you, you will have a third option to let one of your followers have a turn.
  • After choosing that option, you have 30 seconds to then talk to one of your followers and select the option to let them have a turn. If you do not do this in 30 seconds, then the effect on the original victim will wear off and then nothing will happen. You will then just have to talk to the victim again, then talk to your follower within 30 seconds. This is simply to prevent something screwy happening if you start the process and then walk off and leave actors associated with things and never complete the process.
  • Once you talk to your follower within the 30 second window, there will be two options available. 1) Just let them take a turn on their own, which will initiate a two-way sex scene between the victim and the selected follower. 2) Join your follower in a turn with the victim, which will initiate a three-way sex scene between the victim, the selected follower, and the player.
  • By default, the targeted victim should always be in the 'victim' position in any sex scenes, including the 3-way ones, but it is always possible that the ordering gets confused, especially if you let the 30 second window time out and have a lot of false starts before you actually finish the dialogs and begin a sex scene. In my testing trying to break it by catching in between states, I had this happen once, so just use the 'actor swap' SexLab hotkey if it happens.
  • Your followers have a Morality setting. 0 = They will commit any crime. 1 = They will commit 'Violent & Property' crimes (Theft/Trespassing). 2 = They will only commit 'Property' crimes. 3 = They will not commit any crimes. Given the nature of this mod, by default, the follower you select has to have a Morality setting of "0" to be okay with raping someone, otherwise they will simply turn down your suggestion.
  • If "Lore Friendly" isn't too much of a concern to the player, I have added an MCM slider that will let you set your minimum Morality check from anywhere from the default of "0" (Meaning only those that will commit any crime will join in raping a victim) to "3", which will then allow any follower you have to join in.

Player Surrender

This feature was added on 10JUL13 due to popular demand. It functions as such:

 

 
  • 'Player Surrender' is triggered by pushing the Hotkey while in combat, not sneaking, and your weapon/spells sheathed.
  • Once triggered, all hostile NPC's within 500 'units' (adjustable) will go non-hostile.
  • The first two hostile NPC's that have LOS on the player will be tapped as the ones to assault the player.
  • The player will be subjected to a brief beatdown, stripped of their equipped weapon/shield and armor and all of their gold. This will be put in the inventory of one of the two NPC's (Or the lone NPC in the event of a single encounter), so it can be reclaimed by killing the NPC. (Or making *them* submit!)
  • If surrendering to a single NPC, a 2-way aggressive animation will play based on the types you have chosen from your MCM Framework.
  • If surrendering to two (or more) NPC's, a 3-way aggressive animation will play based on the types you have chosen from your MCM Framework. ***BE AWARE*** By default, there are no 3-way animations (Devil's 3-way and Tricycle) selected in the aggressive animation pool, so you must select at least one to see any sex animations!
  • Followers currently only surrender and cower, getting stripped and giving currently worn gear + gold to random opponent that is abusing the player. Their default outfit will also be changed to a custom one so that if they are later dismissed, you will find them in their starting location wearing rags.
  • Followers will not engage in sex with any extra NPC's beyond the first two that take the player, simply because I couldn't get them to trigger properly. Perhaps in a later update, although frankly this feature is not one I plan on spending a whole lot more time on beyond nasty bug fixes as required.
  • There is a MCM option to disable the surrender portion for those that don't care about it and/or don't want to accidentally trigger it at an inopportune moment! :P
  • Added a 'Bound & Gagged' feature to the Player Surrender, requiring usage of the hotkey to attempt to escape.  If the attempt fails, it can be reattempted until it succeeds.  However, it fails by too much, it may trigger an additional assault on the player.
  • Added option to not have all of the Player/Follower gear stolen.  Player's gold will still be stolen.

Improved Speechcraft Support

This feature was added on 26JUL13 and was aimed at helping to make Sexlab Submit a "One-Stop-Shopping" mod. While the mod already had various non-consensual situations, this feature adds several consensual scenarios as well. It functions as such:

 

 
  • Talking to an NPC that has > 90% health will offer an option to chat them up.
  • There is a Seduction (Persuasion), Bribery, and Coerce (Intimidation) option the player may attempt.
  • Seduction, Bribery, and Coercion all have a success chance algorithm, each slightly different than each other, with various modifiers that can affect the success chance.
  • Seduction & Bribery Base Chance = (((PSpeech - TSpeech/4)/2) + ((PIllusion - TIllusion/4)/2) + _SLConfig.Difficulty + _SLSubmitSpeechBonus.GetValue())
  • Coercion Base Chance is the same, only it also has a (PPRime - TPrime) component, similar to the Ambush/Shout/Grapple algorithms.
  • The SpeechBonus value is a combination of several factors that differ depending on which of the three is attempted:
    • RelationshipRank() * 10 (-40 to 40% swing)
    • +5 Alduin defeated
    • +5 Companion chain completed
    • +5 College chain completed
    • +5 Thieve's Guild chain completed
    • +5 Dark Brotherhood chain completed
    • +5 Dibella bonus obtained
    • +5 Mara bonus obtained
    • +5 Allure perk
    • +5 Hypnotic Gaze perk (Seduction and Bribery only)
    • +5 Persuasion perk (Seduction only)
    • +5 Bribery perk (Bribery only)
    • +5 Aspect of Terror (Coercion only)
    • +5 Intimidation (Coercion only)
    • + (Gold/10 - TLevel) (Bribery only. If it's a really high level NPC, this can actually be a penalty)
    • -40 Target is married
    • -20 Target is courting
    • -10 Target is same gender
    • -5 Target is a different race

    [*]Mods that affect the base perks and potentially remove them, you may not have access to some of the bonuses. I am making this mod for myself and am simply happily sharing it with any that are interested. For now, I have no intention of worrying about any mods that may or may not modify the default Skyrim perk system.

    [*]Given how large of a penalty they carry, there is a debug notification option that tells you if the NPC in question is married or courting, since, unlike race/gender, it may not be readily obvious if they are already spoken for.

    [*]There is a maximum chance of 90%, just like the Ambush/Shout/Grapple

    [*]There is a minimum chance of 10-35%, just like the Ambush/Shout/Grapple, except in the case of a married or courting target. Those penalties are applied at the end, and could result in a negative % chance. So noob Dragonborn are not likely to seduce some married NPC off the street.

    [*]A successful Seduction or Bribery will trigger an effect called 'Post Coital Bliss' with that NPC, which will raise their RelationshipRank by 1, up to a max of 4.

    [*]A failed Seduction or Bribery will simply incur a -15% penalty on subsequent attempts until you succeed with that particular NPC once again.

    [*]A penalty (or a bonus) on one NPC does affect your chances with another one.

    [*]Coercion is considered an assault. Success will be just like using the Ambush on them, and a failure will cause them to AssaultAlarm() and attack.

    [*]Guards do not like people having sex in public. If you Seduce or Bribe a NPC, do not have sex in the middle of the street or you will be fined 5G (Trespassing) by any guard that sees you. Instead, use the "Privacy" option to lead the NPC to a more secluded location.

    [*]Your active follower can also join you in a 3-way with any current conquest you have in mind. Simply ask the NPC you chatted up to follow you to somewhere more private, then talk to your active follower. You will still need to pass a Seduction check with the active follower in order to initiate the 3-way.

    [*]If you pass the Follower's check, the 3-way is played. If you fail the follower check, you incur the 12 hour CD with your follower, but you can still just have a 2-way with the NPC you had already chatted up.

Hostile NPC Bounty Turn In

This feature was added on 02AUG13 and was just another addition to help make Sexlab Submit a "One-Stop-Shopping" mod, giving the player an option to do something with the hostile NPC's that they finish with other than just killing them or leaving them to wander aimlessly. It functions as such:

 

 
  • After you force a Bandit, Necromancer, Warlock, or Forsworn faction NPC to submit, you will have a dialog option available to turn them in for a bounty.
  • Once this happens, the NPC will adopt an Alias which gives them a Follow package. They will then follow you.
  • Their package has them flagged to ignore combat, so they *should* ignore combat. I don't experience the re-agro bug, so I don't know how they will react for those that do.
  • Once you have a bounty to turn in, simply find any guard and talk to them. There will be a dialog option available so long as your current bounty can see you.
  • Once you turn over the bounty, you will be given a gold reward and your bounty will be turned over to the guard.
  • The gold reward is scaled off the NPC's level. The formula for the reward is simply: (Level^2 + 100)
  • Guards are not very fond of criminal scum, and are known to execute them on the spot! Your bounty turn in is no exception!
  • After the poor NPC meets their fate, their body will despawn out after ~30 seconds, so don't worry about dead bodies cluttering the streets of Whiterun or anything.

 

Installation

Just use your standard mod organizer of choice to install/uninstall.  The mod uses unique files, so there should be no conflicts.  It contains:

  • Sexlab Submit SE.esp
  • Interface folder (MCM Translations)
  • Scripts folder (.pex files)
  • Seq (Needed to Start Game Enabled Quests)
  • Sound (Vex doesn't use the generic responses, but lines from her own voiceset)
  • Source (.psc files)

 

Credits

Ashal: both for making the SexLab Framework and for answering my questions along the way. Also, his Matchmaker demo was borrowed liberally from in order to add the follower support feature! :)

Redneck2k: Providing base code to implement optional Arousal support without making a hard reference to it.

TheDudeGuy: His Serana dialog modder's resource for the Serana Plugin. (http://www.loverslab.com/topic/26307-shared-serana-dialogue-modders-resource/)

Spaceman: For his Romance mod, which gave me the idea for this one.

CG!: German translation for the MCM menu.

Monababii: Spanish translation for the MCM menu.

RockMic: Italian translation for the MCM menu. (http://www.loverslab.com/files/download/208-italian-translations/)

Aravis7: French translation for the MCM menu.

id8888: Chinese translation for the MCM menu.

Dual Wield Parry: For insight how to add a hotkey that can perform an action.


  • Submitter
  • Submitted
    04/28/26
  • Category
  • Requirements
    Skyrim 1.6.1170
    SexLab 1.66b (Or more recent)
    SkyUI 5.2 (Or more recent)
    SKSE64 2.26 (Or more recent)
  • Regular Edition Compatible
    No
  • Install Instructions

    Use your mod organizer of choice.

 

Edited by dkatryl
Posted

I'm sure bigger and better mods have come out in the last decade, but I know some people liked mine and the old one didn't work in SE.

 

So, now it does! 🥳

 

(Now to actually start playing and testing features to make sure they still work as intended!)

Posted

Well, preliminary testing showed the dialogs not displaying?

 

Well, guess I know the first thing to start troubleshooting tomorrow.

Posted

Welcome back! I remember really enjoying Submit, especially when it had player dialogue or thoughts or something that popped up after surrendering. I think those were removed in later versions, though, much to my sadness.

 

Looking forward to what you do with this :)

Posted

Alright, did some testing. Got defeated and raped by a couple of trolls. After sex, they robbed her and tied her up. And then nothing.... is there an action button to struggle? Nothing seemed to work. I pressed a bunch of keys. Never did get free and couldn't make a run for it. Just stuck. Hope that helps.

I really like how easily everything works until the aftermath.

Posted
1 hour ago, bubba999 said:

Alright, did some testing. Got defeated and raped by a couple of trolls. After sex, they robbed her and tied her up. And then nothing.... is there an action button to struggle? Nothing seemed to work. I pressed a bunch of keys. Never did get free and couldn't make a run for it. Just stuck. Hope that helps.

I really like how easily everything works until the aftermath.

Maybe it's extra realistic-- you're stuck there until you die. ;)

Posted
11 hours ago, bubba999 said:

Alright, did some testing. Got defeated and raped by a couple of trolls. After sex, they robbed her and tied her up. And then nothing.... is there an action button to struggle? Nothing seemed to work. I pressed a bunch of keys. Never did get free and couldn't make a run for it. Just stuck. Hope that helps.

I really like how easily everything works until the aftermath.

I *thiiiiiiiink* you're suppose to use the same 'hotkey' to "try to escape" as everything else, which defaults to Numpad7.  (I use the mouse with my left hand, and set the Numpad to all my controls back when I used to play Skyrim LE)

I discovered over the last couple of days that Skyrim doesn't play nice with mouse/keyboard *and* gamepad.

 

So it could just be the hotkey needs to be mapped through the MCM, or... well, it's just borked at the moment and I will be adding it to my list of what is wrong.

But first on that list... why isn't the dialog popping up?

Posted

Ahh, I see what happened.  The .SEQ didn't get included when I was trying to unpack the old .BSA to make the new one.

No .SEQ, no dialog!  I thought I vaguely remembered *something* that needed to be done for that!

 

Now to repackage and do some actual testing before I update.

Posted
32 minutes ago, dkatryl said:

Ahh, I see what happened.  The .SEQ didn't get included when I was trying to unpack the old .BSA to make the new one.

No .SEQ, no dialog!  I thought I vaguely remembered *something* that needed to be done for that!

 

Now to repackage and do some actual testing before I update.

I recommend a new SEQ after every change. You probably already knew that but just as a reminder  ;)

Posted (edited)
2 hours ago, jfraser said:

I recommend a new SEQ after every change. You probably already knew that but just as a reminder  ;)

I am being reminded of this now.  I'm sure there are going to be dozens of "Oh yeah, I remember that now... 🫢" moments as I go.

 

I just seem to be struggling with this step for some reason.  I don't know it it's an issue of the .seq that it generated is crap, or if it's just not being read properly

No matter what I do, it won't show in the data folder within MO2 when I package it into a .BSA, despite seeing it there when I view the contents withing BAE.

And when I just stick into the SEQ folder as a loose file inside the installed mod, just like the SexLab Framework does, I can see it listed in the data folder, but still nothing.

 

And when I load it up in the CK64, I get ~8k warnings regarding the Quest topic that handles basically all of the dialog, and I can see that every branch's starting topic has this gibberish:

image.png

when it *should* be (Custom)

 

I've tried creating the .seq with the CK64 itself, and I've tried with this SSEEdit that I've seen recommended.  Same results with both.  I'm obviously missing something probably very obvious.  🙄

 

Edited by dkatryl
Posted

can't help with MO2 and I don't trust BSAs because, in my experience, they tend to leave things out. So I'm not much help on any of this. XD

 

that is weird gibberish. never seen that before. 

Posted
4 hours ago, dkatryl said:

And when I load it up in the CK64, I get ~8k warnings regarding the Quest topic that handles basically all of the dialog, and I can see that every branch's starting topic has this gibberish:

 

when it *should* be (Custom)

Just guessing here - Character Encoding? As a German I've always struggled with Umlauts, because every other program decides to handle them different. Just in case you're on a non-english OS, maybe CK needs to be told to operate in... dunno what would be the appropriate choice.

Posted (edited)
17 hours ago, CaptainJ03 said:

Just guessing here - Character Encoding? As a German I've always struggled with Umlauts, because every other program decides to handle them different. Just in case you're on a non-english OS, maybe CK needs to be told to operate in... dunno what would be the appropriate choice.

I'm English speaking only, so shouldn't be any other other language.  I think it's just ASCII gibberish from a corrupted/invalid CEB file.  

 

And it properly shows (Custom) at the top of the Topics:

image.png

 

It's just down where you select the starting topic for each branch, it's corrupted garbage:

image.png

 

I just don't know what I'm doing wrong, and every CEB I try to generate with the various tools gives me the same garbage.

Edited by dkatryl
Posted

So I tried to just open *just* Skyrim.esm with CK64, with zero mods, and looked at a few random quest/dialogs, and they all have that (nuB) ASCII gibberish as well, despite (Custom) showing as a valid subtype for the topics.

 

But if I open my original LE mod in CK32, it shows (Custom) just fine.

 

So I am lost what is causing that. 🧐

Posted (edited)
1 hour ago, jfraser said:

probably just artifacts from the update to AE, nothing you did wrong.

Yeah, that may just be a display thing that I can't explain, but might not actually be the issue, so I'm chasing the wrong thing?

 

So I decided to look at the top level dialog branch, that lets you talk to NPCs for the Speechcraft portion.

Comparing CK32 on the left, (Where the mod works) with CK64 on the right, where it is broken in parts:

CK32.png

CK64.png

 

Then when I tried to just add the missing fragments, I get:

Compile.png

 

Then compare the properties of the script on the right:

Script32.png

Script64.png

 

So it looks like my problem might be more old scripts with issues and maybe not the .SEQ files after all?

 

And given there are 72 scripts in this, I might have a bit of work ahead of me if they all have problems! 🤪

 

 

Edited by dkatryl
Posted

Huh.  Most of these failed to compile errors are because I reference APIs from the Framework or SkyUI, both of which are absolutely installed and working.

 

But even thought I launched the CK64 through MO2, which sees all of the installed mods in their respective folders, it can't find the scripts where the APIs are defined because it is defaulting to the normal Steam folder.

 

Well, that explains why nothing works in the CK64.  Now to find what's the best practice for file folder placement when trying to reference other mods' APIs and crap.  🙄

 

 

 

 

Posted (edited)
4 hours ago, dkatryl said:

Huh.  Most of these failed to compile errors are because I reference APIs from the Framework or SkyUI, both of which are absolutely installed and working.

 

But even thought I launched the CK64 through MO2, which sees all of the installed mods in their respective folders, it can't find the scripts where the APIs are defined because it is defaulting to the normal Steam folder.

 

Well, that explains why nothing works in the CK64.  Now to find what's the best practice for file folder placement when trying to reference other mods' APIs and crap.  🙄

 

 

 

 

 

Some congenital idiot at Bethesda decided that for SKYRIM SE they would move all the f-ing source files from Data\Scripts\Source to Data\Source\Scripts.  Not because there was anything wrong with the original setup but some people not only have their heads up their ass but they've shoved it in so far they've achieved a second loop.

Then of course similarly impaired rejects like Artmoor immediately blessed that idiodicy and his sycophants joined in. 

So their exists TWO orders where we need only one.  I for the most part just move them back to where they were we I discover I need to and the mod I installed and referenced moved them.  I suspect most people just adopted the new order because that's what everyone else is now doing so you'll probably find it's better to join them despite my rant.  If I ever build a new load order I'll probably switch too, it just pisses me off when changes that have no basis in reason or logic are made.

 

Oh, and welcome back old friend, I don't get here nearly as often any more but cane be found hanging around from time to time.

Edited by WaxenFigure
Posted
On 4/29/2026 at 2:28 PM, dkatryl said:
14 hours ago, WaxenFigure said:

 

Some congenital idiot at Bethesda decided that for SKYRIM SE they would move all the f-ing source files from Data\Scripts\Source to Data\Source\Scripts.  Not because there was anything wrong with the original setup but some people not only have their heads up their ass but they've shoved it in so far they've achieved a second loop.

Then of course similarly impaired rejects like Artmoor immediately blessed that idiodicy and his sycophants joined in. 

So their exists TWO orders where we need only one.  I for the most part just move them back to where they were we I discover I need to and the mod I installed and referenced moved them.  I suspect most people just adopted the new order because that's what everyone else is now doing so you'll probably find it's better to join them despite my rant.  If I ever build a new load order I'll probably switch too, it just pisses me off when changes that have no basis in reason or logic are made.

 

Oh, and welcome back old friend, I don't get here nearly as often any more but cane be found hanging around from time to time.

 

 

That is an excellent point and I should have thought of that. They moved the scripts around for no reason. 

Posted
14 hours ago, WaxenFigure said:

Some congenital idiot at Bethesda decided that for SKYRIM SE they would move all the f-ing source files from Data\Scripts\Source to Data\Source\Scripts.  Not because there was anything wrong with the original setup but some people not only have their heads up their ass but they've shoved it in so far they've achieved a second loop.

You can have source files in both. Apparently this was a feature even from the LE days.

Posted
20 hours ago, WaxenFigure said:

 

Some congenital idiot at Bethesda decided that for SKYRIM SE they would move all the f-ing source files from Data\Scripts\Source to Data\Source\Scripts.  Not because there was anything wrong with the original setup but some people not only have their heads up their ass but they've shoved it in so far they've achieved a second loop.

Then of course similarly impaired rejects like Artmoor immediately blessed that idiodicy and his sycophants joined in. 

So their exists TWO orders where we need only one.  I for the most part just move them back to where they were we I discover I need to and the mod I installed and referenced moved them.  I suspect most people just adopted the new order because that's what everyone else is now doing so you'll probably find it's better to join them despite my rant.  If I ever build a new load order I'll probably switch too, it just pisses me off when changes that have no basis in reason or logic are made.

 

Oh, and welcome back old friend, I don't get here nearly as often any more but cane be found hanging around from time to time.

Yep, I *think* am about caught up with that bit of stupidity.

 

I'm still working through compiler issues, but I suspect it is entirely due to files in the wrong folders for development on my end, given they work in game (SkyUI, the Framework, etc).

 

I'm hoping once I get the compiling issue straightened out, the various script references within the Quest/Dialogue for the core branching file that handles *all* of the dialogue will be fixed to allow me to generate an updated working .SEQ and that will make things playable again.

Posted (edited)

Worked out the last of the script compiling issues.  Was just a matter of getting the various source files, the last two being 'MfgConsoleFunc' from MfgFix and 'NiOverride' from RaceMenu, to let all of the Framework script compile, and thus, my own.

 

Now I just have ~8500 errors relating to Quest/Dialogs, due to various properties getting stripped.

 

Doing some reading, I see that SharedInfo for dialog doesn't work the same in CK64 as it did for CK32.

 

Because you can select a VoiceType now, there are all these custom variations that didn't exist, so every dialog entry has dozens of errors as a result.

 

Now to look for fixes!

 

Edited by dkatryl
Posted (edited)

Oh, FFS!

 

All this time, I was wondering WTF my dialogs weren't starting, despite having remade the .SEQ a dozen times.

 

That's cuz, as I had only just installed SE for the first time, I hadn't actually finished the opening escape from Helgen.  I was just testing from the initial point where you get your binds cut and you can enable 3rd person view.

 

Well, dialogs are pretty much disabled entirely until the escape.  Soon as we got out, saw the dragon fly over head, the mod's dialogs were working again.

 

So I have been chasing my tail for most of the week over nothing! lol 🤪

 

There *ARE* ~8500 mod warnings regarding the SharedInfo responses to look into, but the mod itself is probably working more than I thought it was, but at least not I can start testing.

Edited by dkatryl
Posted
25 minutes ago, dkatryl said:

Oh, FFS!

 

All this time, I was wondering WTF my dialogs weren't starting, despite having remade the .SEQ a dozen times.

 

That's cuz, as I had only just installed SE for the first time, I hadn't actually finished the opening escape from Helgen.  I was just testing from the initial point where you get your binds cut and you can enable 3rd person view.

 

Well, dialogs are pretty much disabled entirely until the escape.  Soon as we got out, saw the dragon fly over head, the mod's dialogs were working again.

 

So I have been chasing my tail for most of the week over nothing! lol 🤪

 

There *ARE* ~8500 mod warnings regarding the SharedInfo responses to look into, but the mod itself is probably working more than I thought it was, but at least not I can start testing.

 

😅

 

maybe install one of the alternate start mods so you don't have to go through that. 

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