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Posted (edited)
59 minutes ago, jfraser said:

 

😅

 

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

That was literally my thinking, but before I did that, I decided, wait, let me go double check in LE where everything was working fine.

Oh, doesn't talk there either?!

Then I Fuz-Ro-D'oh'd my PC in a nerd rage! 🤓

 

Good news is that while I am still considering the mod in a Beta state until I can do some more thorough testing, at least at the moment I think the core functions *work*.

Edited by dkatryl
Posted (edited)

Well, so far, I've tried to chat up a married lady, got rejected with a negative success chance, as expected for a newbie character with minimal speechcraft/illusion plus the married penalty.

 

Then went down to the two ladies fighting the giant outside Whitehall.  They were more amenable, and got both of them to join me in a threeway.  So the consensual speechcraft parts seem to work.

 

Then I went out and met a random hostile ice mage lady, chastised her a bit, then made her submit before having my wicked way with her a couple of times.  The first confirming that hitting the hotkey again mid action would abort the scene.  Then a few times to confirm it only triggered the 'Aggressive' animations as expected.

 

Then declared I would turn her in for a bounty.  Found a guard patrolling outside Whiterun, turned her in for the 101 gold (100 + lvl^2), and then the guard executed her.

 

So far so good!

 

I guess the next step is to do the other half of the aggressive sex stuff.  i.e. lose the fight and be the one that submits.

Not really my thing, personally, but I understand a lot of people really like that, so best to confirm it works.

 

But things are looking really good so far, with everything I've tested working as intended, just like the LE version. 😀

Edited by dkatryl
Posted (edited)

Did a showracemenu to change over to a lady, ran out to a bandit tower, started shit, then both manually surrendered, as well as used the death proofing auto submit when dropped to zero, and seemed to perform as expected.  Was robbed, sullied, and bound.

 

Used the hotkey to try to escape the bindings, rolled too poorly, re-triggered another round of sullying.  Kept at it until succeeded on the bind escape check, then was free to move once more.

 

All in all, seemed to perform just like the original LE version.

Edited by dkatryl
Posted (edited)
5 hours ago, bubba999 said:

Hello! Are they any updates to the original download? The front page doesn't say what's changed.

I plan on repackaging and updating later tonight, however, the basics on the mod won't change.  For instance, none of the scripts had to be changed.

 

The only reason I'm repackaging is just some very minor text edits in the .esp, which would have no bearing on the function of the mod itself.

 

Your earlier question regarding what do you do when you are bound, you use whatever hotkey you designated as the Submit hotkey to attempt to escape.

 

After that, I plan to update the Serana plugin and upload that as well.

 

[Edit]

Updated the description on the main mod page to have to expand on the features like the original LE page, now that I've confirmed everything seems to be working.

Edited by dkatryl
Posted

One thing I'd like to add: When I did press the action button I didn't get any feedback.... at least not quickly. So it felt like nothing was happening. I know, I'm a problem child...

Posted

Do you have the MCM option on to give success/failure feedback?
image.png

 

Beyond that, there is some inherent scripting display lag, but I don't think there is much I can do about that.

Posted

Re-added Serana optional plugin.

 

At this point, the mod should be working 100% just like it did in LE.

Posted
On 5/3/2026 at 4:24 AM, dkatryl said:

Did a showracemenu to change over to a lady, ran out to a bandit tower, started shit, then both manually surrendered, as well as used the death proofing auto submit when dropped to zero, and seemed to perform as expected.  Was robbed, sullied, and bound.

 

Used the hotkey to try to escape the bindings, rolled too poorly, re-triggered another round of sullying.  Kept at it until succeeded on the bind escape check, then was free to move once more.

 

All in all, seemed to perform just like the original LE version.


You might want to consider making this an extension of Archeron (https://www.nexusmods.com/skyrimspecialedition/mods/108159 ) .  Let it handle all that it does and switch off to Submit for it's options.  Since you left Skyrim ways to use SKSE extensions for multitudes of fixes and enhancements to the game have been created.  I currently have over 150 SKSE extension mods installed.  

Major changes also include the the retirement of Fore leaving FNIS unsupported but it is now replaced by Pandora which loads my 70,000 animations in less than one second so it's really advanced over FNIS (there was an intermediate replacement but it NEVER handled creatures so you had to run FNIS for them and then run that mod).

Look at the various additional Papyrus extension mods, they provide some overlapping things but also all manner of additional functions you may find useful,  Also mods like Open Animation Replacer (OAR - an open source replacement for Dynamic Animation Replacer DAR).  

And since you are looking at dialog issues, consider whether Dynamic Dialog Replacer (https://www.nexusmods.com/skyrimspecialedition/mods/135618)  can make the changes you want to make easier.

 

Need to add to formlists but hate to do so because other mods might also do so and then you need compatibility patches?  Then Formlist Manipulator (https://www.nexusmods.com/skyrimspecialedition/mods/74037) is your key to modding them conflict free.

Keyword Item Distributor (https://www.nexusmods.com/skyrimspecialedition/mods/55728) gives you the same for Keywords.

MCM Helper (https://www.nexusmods.com/skyrimspecialedition/mods/53000) makes MCM Menus easier to create and change.

That's just a few that I thought you might find useful for use with Submit, for example your Serena dialog mod might be completely replaceable with the Dynamic Dialog Replacer.

Posted (edited)
2 hours ago, WaxenFigure said:


You might want to consider making this an extension of Archeron (https://www.nexusmods.com/skyrimspecialedition/mods/108159 ) .  Let it handle all that it does and switch off to Submit for it's options.  Since you left Skyrim ways to use SKSE extensions for multitudes of fixes and enhancements to the game have been created.  I currently have over 150 SKSE extension mods installed.  

Major changes also include the the retirement of Fore leaving FNIS unsupported but it is now replaced by Pandora which loads my 70,000 animations in less than one second so it's really advanced over FNIS (there was an intermediate replacement but it NEVER handled creatures so you had to run FNIS for them and then run that mod).

Look at the various additional Papyrus extension mods, they provide some overlapping things but also all manner of additional functions you may find useful,  Also mods like Open Animation Replacer (OAR - an open source replacement for Dynamic Animation Replacer DAR).  

And since you are looking at dialog issues, consider whether Dynamic Dialog Replacer (https://www.nexusmods.com/skyrimspecialedition/mods/135618)  can make the changes you want to make easier.

 

Need to add to formlists but hate to do so because other mods might also do so and then you need compatibility patches?  Then Formlist Manipulator (https://www.nexusmods.com/skyrimspecialedition/mods/74037) is your key to modding them conflict free.

Keyword Item Distributor (https://www.nexusmods.com/skyrimspecialedition/mods/55728) gives you the same for Keywords.

MCM Helper (https://www.nexusmods.com/skyrimspecialedition/mods/53000) makes MCM Menus easier to create and change.

That's just a few that I thought you might find useful for use with Submit, for example your Serena dialog mod might be completely replaceable with the Dynamic Dialog Replacer.

Perhaps.  I'm not familiar with that mod.  My first step coming back to Skyrim was to resurrect my mod to at least baseline working like it did in LE.  Now that I'm basically there, the *next* step is hitting up Nexus and discovering all of the cool mods that have been added.  lol

That said, everything I made in the mod are unique files, specifically so there wouldn't be any conflict issues and maximize the compatibility with any other mod.  And the only dependencies are the Framework, and by extension whatever the Framework requires (SKSE, SkyUI, etc)

 

So I expect it can already be added in tandem with anything else?

 

I understand what you mean with FNIS, but I don't add any animations, only using built in Skyrim ones.  And then when it's time for anything beyond that, I just let the Framework take over.

 

As to the dialog, it *appears* that is just a shit ton of nuisance warnings when it loads (Saying stuff like CrTrolls don't have matching SharedInfo, which is like... duh?) but it doesn't affect it in game.  So I was pretty much gonna shrug and just let it be.  But, I'm curious about the DDR and associated mods if it can streamline things for me.  The only NPCs I went out of my way to add specific lines for was Vex from the Thieve's Guild and Serana, but god damn those were laborious.

 

But I'm not sure what value those would have, considering I only reference existing NPC responses, such as this:
image.png

 

MCM Helper might have been a big asset 12 years ago, but the MCM was pretty much working from the start once I converted the .esp and remembered to *rename* the translation files.  lol

 

But, if I need to make changes for reasons, it might be worth a look, sure.

[Edit]

Ahh, Okay, the linked mod is a Death Alternative.  Short of turning off Submit's own deathless feature for player surrendering, I can see where the two would fight each other when their respective scripts trigger.

That is the easy part, disable mine and let that one take over.  However, I would then have to learn their mod and what it does post defeat, to if/when the Framework stuff could be triggered.

Edited by dkatryl
Posted (edited)

Still using the SE port  of this mod from 2019, and it works great.
The only problem is that despite the existence of the localization file, almost all the text is in the main file, making it quite difficult to localize.

Edited by BF3000
Posted (edited)
On 4/29/2026 at 4:59 PM, dkatryl said:

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?

Welcome back!   Late is better than never, my grandpa used to say.  ~joking~
~
This "issue" requires a mod like Interface Hard Coded Key Tweaks to make the keypad useful (NUMPAD1-8), as Bethesda got super lazy, and only passed the number part through their toy keyboard handler.  No big surprise, right?  The weird part...  they literally had to run an AND bit function on the NP1-8 character codes, truncating them to the character codes for 1-8.  Clever fellas, am'i'right?     { software/system architect/designer/code monkey who used to build HUGE defense systems, global networks, et al.  Now I mostly find fun ways to use SexLab to entertain my idled mind. "How can I uniquely go tits up today?  Let's see what LoversLab has for me..."}

note: the above is an old Skyrim mod which still works under AE.  Found under Nexus: Skyrim mods.   I use it to map contextual Spell Hotbar keys to uniquely fit all my builds.  Standing idle in a tavern, looking for trouble?  The default hotbar is your friend.  Sneaking through a bad guy camp, looking for some boom-boom action before assassinating them, or getting your vampiric freak on?  The Stealth hot bar is the ticketNeed combat "Submit, or die" keys?  Done!  There is a unique hotbar for every occasion!  Spell Hotbar is powerful, and there's no way I'm looking back now.

QED  To Befeda's child fragile, eggshell mind,  NUMPAD1 equals 1.  (sorry, got TOAD lazy, and only passed through part of their name.  And "TH" can be shortened to "F" saving 1 keystroke.  Same difference, right?)
~
"Truthfully, I don't know jack shit, but it just works!"  ~ The Toad, waxing thick as a brick, while pretending he is the Material Girl (Madonna wearing a tacky headset, over a metallic spiky bodice, with 9" SMPs, giving her jiggly Valkyrie tatas, while performing live in concert.  What's the Toad got?  Tata > Nada).

Edited by HardRaine
Posted (edited)
19 hours ago, BF3000 said:

Still using the SE port  of this mod from 2019, and it works great.
The only problem is that despite the existence of the localization file, almost all the text is in the main file, making it quite difficult to localize.

I'm not quite sure I understand.

 

The MCM localization files were translated into half a dozen languages by others ~12 years ago, and everything is available for reference.

 

What makes it difficult to localize (Outside of the translation part itself)?

 

[Edit} Or were you referring to the port someone else made and maybe they put everything into a .bsa?  I always left the Interface folder loose for easy reference for translating

Edited by dkatryl
Posted
15 hours ago, HardRaine said:

Welcome back!   Late is better than never, my grandpa used to say.  ~joking~
~
This "issue" requires a mod like Interface Hard Coded Key Tweaks to make the keypad useful (NUMPAD1-8), as Bethesda got super lazy, and only passed the number part through their toy keyboard handler.  No big surprise, right?  The weird part...  they literally had to run an AND bit function on the NP1-8 character codes, truncating them to the character codes for 1-8.  Clever fellas, am'i'right?     { software/system architect/designer/code monkey who used to build HUGE defense systems, global networks, et al.  Now I mostly find fun ways to use SexLab to entertain my idled mind. "How can I uniquely go tits up today?  Let's see what LoversLab has for me..."}

note: the above is an old Skyrim mod which still works under AE.  Found under Nexus: Skyrim mods.   I use it to map contextual Spell Hotbar keys to uniquely fit all my builds.  Standing idle in a tavern, looking for trouble?  The default hotbar is your friend.  Sneaking through a bad guy camp, looking for some boom-boom action before assassinating them, or getting your vampiric freak on?  The Stealth hot bar is the ticketNeed combat "Submit, or die" keys?  Done!  There is a unique hotbar for every occasion!  Spell Hotbar is powerful, and there's no way I'm looking back now.

QED  To Befeda's child fragile, eggshell mind,  NUMPAD1 equals 1.  (sorry, got TOAD lazy, and only passed through part of their name.  And "TH" can be shortened to "F" saving 1 keystroke.  Same difference, right?)
~
"Truthfully, I don't know jack shit, but it just works!"  ~ The Toad, waxing thick as a brick, while pretending he is the Material Girl (Madonna wearing a tacky headset, over a metallic spiky bodice, with 9" SMPs, giving her jiggly Valkyrie tatas, while performing live in concert.  What's the Toad got?  Tata > Nada).

Yes, I discovered this when I was getting back into Skyrim with SE.  Back in the LE days, I was fully mouse/keyboard.  And as a left handed mouser, I set up the numpad as my hotkeys.  That's why the default for Submit was Num7. :P

 

Since then, I've added a gamepad and use that when I can.  And of course, Skyrim doesn't play nice with Gamepad + Keyboard.

 

And they don't let you remap the direction pad on the Gamepad from within the game.  So I found the .ini files that define the inputs, and freed up something to map the hotkey.

 

But that was a short term solution so I could do some preliminary testing.  I'll probably be looking into something like you mentioned when I am ready to actually *play* the game.  lol
 

Posted (edited)
5 hours ago, dkatryl said:

The MCM localization files were translated into half a dozen languages by others ~12 years ago, and everything is available for reference.

Yep. Only MCM menu can be easily localised in this mod, which is 90% dialogue.

Thats about 2% of the text.

To translate the rest I need to use xTranslator and create separate version of the mod for each language.

Edited by BF3000
Posted
18 hours ago, BF3000 said:

Yep. Only MCM menu can be easily localised in this mod, which is 90% dialogue.

Thats about 2% of the text.

To translate the rest I need to use xTranslator and create separate version of the mod for each language.

Ahh, understood.

Well, 100% of the NPC responses use stock lines from the game, so they should automatically convert.

That only leaves the player's lines, (and maybe whatever strings get printed to screen in the various scripts.)

 

I don't currently know what is involved in making those handled via external file like the MCM.

Posted
12 hours ago, Lab Student said:

Is there a feature here where an NPC rapes another NPC?

Or where a follower is raped by another NPC?

First question:
NPC A spontaneously raping NPC B? No.

Making NPC A submit, then offering them to NPC B (A follower), and watching (Or joining in)? Yes.

Second question:
I don't recall if I had attempted to have your followers get piled on if there enough aggro NPCs around to handle them? 🤔

 

As of current version, I'm fairly certain no.

Posted

[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [03] SexLab Submit SE.esp
[00:00] [INFO:0303AD14] ([G] in GRUP Topic Children of _SLSubmitPrisonerTopic [DIAL:0303AD13])
[00:00]     INFO \ Conditions \ Condition \ CTDA - CTDA \ Parameter #1 -> <Warning: Quest Alias not found in "_SLSubmit "SexLab Submit" [QUST:03001826]">
[00:00] Done: Checking for Errors, Processed Records: 533, Errors found: 1, Elapsed Time: 00:00

 

Warning.png.4359362b80b42992a8de217a98f2da0c.png

Posted
16 hours ago, Lab Student said:

Is this mod compatible with Acheron, Yamate Kudasai or other Sexlab mods?

This either uses 100% custom files (scripts, dialog trees, etc), or references, but doesn't modify, existing in game files, such as dialog response.

 

So in that regard, it should be compatible with anything.

 

That said, there is the possibility of competing functions, such as the death-less defeat system in Acheron.

However, most of the features in this are modular.  You can turn off the combat portion entirely and just use it for the speechcraft portion to chat up the ladies in town, for instance.

Posted (edited)
3 hours ago, shardoom said:

[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [03] SexLab Submit SE.esp
[00:00] [INFO:0303AD14] ([G] in GRUP Topic Children of _SLSubmitPrisonerTopic [DIAL:0303AD13])
[00:00]     INFO \ Conditions \ Condition \ CTDA - CTDA \ Parameter #1 -> <Warning: Quest Alias not found in "_SLSubmit "SexLab Submit" [QUST:03001826]">
[00:00] Done: Checking for Errors, Processed Records: 533, Errors found: 1, Elapsed Time: 00:00

 

Huh, well, bugger that I opened up the LE version to see what it should have been, and what do I see?
image.png

That means that has been there since the ol' 2014 update.

 

Guess I need to look at it and figure out what I had intended once upon a time.

[Edit #1]

It almost looks like it serves a redundant purpose to _SLSubmitTurninTopic, which has no condition.  🤔

 

[Edit #2]

I can't find any reference to it in any script, or dialog branches.  I have to conclude that it is a left over dialog topic that might have been for something, but currently serves no purpose other than to generate an error for an Invalid Alias.  I'll delete and republish.

Edited by dkatryl
Posted
1 hour ago, dkatryl said:

Huh, well, bugger that I opened up the LE version to see what it should have been, and what do I see?
image.png

That means that has been there since the ol' 2014 update.

 

Guess I need to look at it and figure out what I had intended once upon a time.

[Edit #1]

It almost looks like it serves a redundant purpose to _SLSubmitTurninTopic, which has no condition.  🤔

 

[Edit #2]

I can't find any reference to it in any script, or dialog branches.  I have to conclude that it is a left over dialog topic that might have been for something, but currently serves no purpose other than to generate an error for an Invalid Alias.  I'll delete and republish.

 

Maybe it's from the earliest incarnations that had text boxes of the player character thinking things like that to themselves. I really liked those but they went away, sadly.

Posted
1 hour ago, jfraser said:

 

Maybe it's from the earliest incarnations that had text boxes of the player character thinking things like that to themselves. I really liked those but they went away, sadly.

I don't remember it doing that?

 

I mean, there's the 'debug' text that would pop up if enabled to give you a clue what is happening and why (which is still there), but I don't remember writing stuff for the player, because in general I'm not a fan of telling the player what they are feeling.

 

In that example above, that is an NPC response using the default reaction to
image.png

and it is called via script for when you turn a bounty in to a guard for gold and their execution.  One last little "Oh noes!" from them before they get murderized!

Posted

That is how I remember submit at the very beginning. Being defeated and bound and having message boxes pop-up with

the character's anguished thoughts. Or possibly they were not thoughts, but just descriptive details about what was happening.  I have a very distinct memory of this happening on that ambush bridge just before Falkreath. 

 

Then an update came out that removed those and then defeat came out. And I liked the stripping function it had, so I moved to it. XD

Posted
3 hours ago, jfraser said:

That is how I remember submit at the very beginning. Being defeated and bound and having message boxes pop-up with

the character's anguished thoughts. Or possibly they were not thoughts, but just descriptive details about what was happening.  I have a very distinct memory of this happening on that ambush bridge just before Falkreath. 

 

Then an update came out that removed those and then defeat came out. And I liked the stripping function it had, so I moved to it. XD

Submit didn't have player surrender at the very beginning, because I don't generally care about that content.  I only added it due to popular demand.

The original mod was purely to be able to beat down hostile NPCs and have your way with them.  That was really all I wanted when I first created it.

I added the player surrender portion about a month later, according to the dates listed on the LE mod's description, but I don't recall adding any kind of messages outside of debug displays.

(Then the Speechcraft part got added because SLRomance was defunct at that point, and I really liked that mod. 🙂

I wonder if it was a general Framework feature that was doing it?

Posted

At any rate, now that the mod is running and stable, there are a two main things I want to tackle.

1) Prepare all dialog for localization.  This was already done for the MCM, but not for the player dialog or debug.notifications.  I found instructions for how to do this, so it's just a matter of going through everything now.  Should be doable, just need time.

 

2) Convert some (if not all) of the papyrus scripts to .dll.  It seems quite a number of more modern mods have gone that way, making them more efficient and less script overhead for the game engine to deal with.  Sounds great, except I am less sure how to get from point A to point B on this one.  Will require much more study and research than the first one.
 

Once I finish #1, and if/when I finish #2, then I *might* look into what can be done to make this play nice with some of the more popular mods out there, such as Acheron.  Although, since I actually want to *play* the game, I suspect anything done with that regard will be self serving, and be any mods that I personally use that I focus on.

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