dkatryl Posted June 9 Author Posted June 9 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. Very minor update. Also, given I haven't seen any further reports about the updated FOMOD installer throwing up Vortex errors in the last week, I'm only doing posting that.
vjnmrf Posted June 11 Posted June 11 On 6/9/2026 at 4:06 AM, dkatryl said: 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. Very minor update. Also, given I haven't seen any further reports about the updated FOMOD installer throwing up Vortex errors in the last week, I'm only doing posting that. There are some oddities in the pop-up messages. So... The main character spoke with Orgnar and said goodbye. Then she ran into the forest, where she was raped by wolves. In addition to the corresponding messages, "Orgnar has already surrendered and automatically submits" also keeps popping up. It's not particularly critical, of course, but still odd.
dkatryl Posted June 11 Author Posted June 11 3 hours ago, vjnmrf said: There are some oddities in the pop-up messages. So... The main character spoke with Orgnar and said goodbye. Then she ran into the forest, where she was raped by wolves. In addition to the corresponding messages, "Orgnar has already surrendered and automatically submits" also keeps popping up. It's not particularly critical, of course, but still odd. It's them dang horny wolves. Always screwing around with things! Looks like I need to do a pass and make sure various Aliases are being vacated when whatever scene is over.
dkatryl Posted Sunday at 03:40 AM Author Posted Sunday at 03:40 AM Man, sometimes Skyrim modding just makes you wanna nerd rage and throw a Bosmer off a cliff! Spoiler So, I was browsing Nexus for some mods to load up my game, help spice up the game with all the new bells and whistles the modding community has come out with over the years, and I saw one that added one of my favorite PC game waifus, Triss Merigold, using her W3 face/hair models and numerous ports of her dialog. Unfortunately, the mod author didn't create the voice lines with SharedInfo, but manually created them everywhere he wanted. Which meant numerous double entries. But even worse, meant *I* couldn't leverage existing SharedInfo in Submit because they didn't exist! 😒 So, I decided, fine, I can to do with her as I did with Serana (And Vex), and go through the effort of creating a host of SharedInfo entries so that I could build them into all of the existing SLSubmit NPC responses, and play her voice lines where appropriate. Very time consuming process, where it takes ~2min per SharedInfo entry + .fuz conversion/renaming. And there's 99 entries. So ~200min *just* to create the entries. Then there's replicating the dialog structure in a separate Quest, with text lines, conditions, and script fragments with properties set. We're talking a solid 6-8 hours *per* NPC voiceset. (Which is why I will *not* be entertaining requests to add any other NPCs.) But I knew that going in, so fine, I was willing to spend the time for Triss. 🤗 And then I went to start testing, and that's where the nerd rage started to build. Couple of minor 'derp' things. Some incorrectly defined Alias in the fragment properties. A broken dialog branch because didn't add it properly. The usual stuff I expect to run across, and easy to fix. But the one I couldn't figure out was why it would not play the actual .fuz files in game. Just refused, despite having the folder structure setup as shown in the CK64, especially having done it on 2 others and having them as references. Spent another couple hours searching google until I stumbled across the issue. I was *trying* to be nice to everyone's mod lists and make this addon a .ESL, as it would be relatively small. Just a single Quest, really. Well, the problem is the .Fuz files for an .ESP will have format like: _SLSubmit___SLSTriss_Share_0000AAA1_1 But an .ESL expects the Form IDs to be compacted, and instead all of them start with FE######. And even more, from my reading, an .ESL won't properly compact the Form IDs unless 100% of the files are unique, meaning you can't modify any existing files from another .ESP, and this will have minor additions to the main Submit file. So, I changed the addon back to an .ESP, renamed the folder to match, and suddenly, the .fuz files played in game.🙄 At any rate, now I can begin testing in earnest, and once I'm satisfied with that, I can release that addon, as well as a minor bug fix for the main mod to address the Alias issue, plus a few other minor things I came across. Hopefully tomorrow, but we'll see how it goes.
dkatryl Posted Sunday at 06:16 PM Author Posted Sunday at 06:16 PM On 6/11/2026 at 12:40 PM, vjnmrf said: There are some oddities in the pop-up messages. So... The main character spoke with Orgnar and said goodbye. Then she ran into the forest, where she was raped by wolves. In addition to the corresponding messages, "Orgnar has already surrendered and automatically submits" also keeps popping up. It's not particularly critical, of course, but still odd. Okay, I'm a bit puzzled how it would have shown that particular message. There are only 3 scripts that call it, _SLSubmitSavageEffect (Vampire Lords & Werewolves), _SLSubmitShoutEffect (Shout), & _SLSubmitSmackEffect (Grapple) All of them do a: If(_SLConfig.debugActive) If (Target.IsInFaction(_SLSubmitFaction) || Target.IsInFaction(_SLSubmitVictimFaction)) _SLSubmitEffect5.Show() Else _SLSubmitEffect1.Show(SuccessChance.GetValue(), SuccessRoll.GetValue()) EndIf EndIf So that it auto-succeeds if already successfully used on someone previously. But none of those should be triggered if the *player* is the one that submits? 🧐 And I did quite a bit of testing last time letting my test character (and followers) get violated, and I never saw that particular message.
dkatryl Posted Sunday at 06:37 PM Author Posted Sunday at 06:37 PM v1.0.1 - (14JUN26) Added a bonus Triss Merigold plugin for Sexlab Submit to create SharedInfo topics to use her custom voice .fuz to compliment companion mod. See installation instructions below. External requirement for plugin mod: https://www.nexusmods.com/skyrimspecialedition/mods/54724?tab=description
lukashinikov Posted Monday at 03:43 PM Posted Monday at 03:43 PM Are there plans for a patch for ostim? That's the best submit mod I've ever seen.
vjnmrf Posted Monday at 05:07 PM Posted Monday at 05:07 PM 22 hours ago, dkatryl said: o that it auto-succeeds if already successfully used on someone previously. But none of those should be triggered if the *player* is the one that submits? 🧐 And I did quite a bit of testing last time letting my test character (and followers) get violated, and I never saw that particular message. Well, I had the same situation. The main character had sex with Wunferth through your mod, and a few hours later, a bear raped her on the other side of the map. And then a message appeared that the old stump had automatically given up. So I just turned off all the messages.
dkatryl Posted Monday at 08:04 PM Author Posted Monday at 08:04 PM 4 hours ago, lukashinikov said: Are there plans for a patch for ostim? That's the best submit mod I've ever seen. Not in the near future, if at all. I have never used OStim, so know nothing about it other than the name and that it exists, and am not really eager to dig into a new API framework that I don't directly use myself. (Which is the only reason I made this mod in the first place, my own direct use. I just shared it because I figured maybe some other people would like it as well.) That said, *MOST* of the work would be converting 1 script (_SLSubmitSexScene) from using OG SL or SLP+ into using OStim's API calls. Then iirc there are one or two other scripts out of the 70+ scripts that use OG SL APIs for something outside of direct sex scene calls, so those would also have to be updated. Not an insurmountable task, but I'm not ready for the time investment involved for something I don't even use. 1
dkatryl Posted Monday at 08:06 PM Author Posted Monday at 08:06 PM (edited) 3 hours ago, vjnmrf said: Well, I had the same situation. The main character had sex with Wunferth through your mod, and a few hours later, a bear raped her on the other side of the map. And then a message appeared that the old stump had automatically given up. So I just turned off all the messages. Understood. My bigger concern is if one of those three functions are being called when they shouldn't be. It raises so many questions that I don't currently have any answers to. In your scenario, when your character surrendered, did the auto-surrender trigger due to health being under whatever setting, or did you manually surrender (Put weapon/spell away and use the hotkey)? Also, at what stage did this happen? Also, given both times you mentioned a beast/non-sentient actor was the aggressor, so did you see the erroneous message if you surrendered to a bandit or something? I don't have any beast animations installed, so in my latest rounds of testing, it was limited to humanoid enemies (That bandit tower just SE of Whiterun is my favorite "Mass Bandit Test" site) [Edit] Well, for shits, I ran out and decided to go fight some wolves and lose to them right after I seduced a towns folk. I didn't get the scenario you described, but I *did* get where it said that [My Character's Name] didn't accept my surrender. So definitely some wonky alias hijinks are going on. Then I took the exact same character, reloaded from right before the wolves, and instead of beasts, went to my usual bandit tower, and it worked properly. So it's something about the beasts isn't playing nicely. Edited Monday at 09:01 PM by dkatryl
vjnmrf Posted Monday at 08:39 PM Posted Monday at 08:39 PM 31 minutes ago, dkatryl said: Understood. My bigger concern is if one of those three functions are being called when they shouldn't be. It raises so many questions that I don't currently have any answers to. In your scenario, when your character surrendered, did the auto-surrender trigger due to health being under whatever setting, or did you manually surrender (Put weapon/spell away and use the hotkey)? Also, at what stage did this happen? Also, given both times you mentioned a beast/non-sentient actor was the aggressor, so did you see the erroneous message if you surrendered to a bandit or something? I don't have any beast animations installed, so in my latest rounds of testing, it was limited to humanoid enemies (That bandit tower just SE of Whiterun is my favorite "Mass Bandit Test" site) In both cases there was auto-surrender due to low health.
dkatryl Posted Monday at 11:00 PM Author Posted Monday at 11:00 PM 2 hours ago, vjnmrf said: In both cases there was auto-surrender due to low health. Followup question: Does the erroneous message only show up with it's vs beasts, or does it also happen when it's vs humanoids, such as bandits?
dkatryl Posted Tuesday at 01:23 AM Author Posted Tuesday at 01:23 AM I did manage to identify the improperly defined Alias that was causing it to say my character refused to accept my surrender instead of the actual thing I was fighting that refused, so there's that. Doesn't address *why* the thing isn't accepting, as I have turned on beasts in both SLP+ and Submit and even installed an animation pack specifically for this testing. (non-beasts works fine)
dkatryl Posted Tuesday at 09:28 PM Author Posted Tuesday at 09:28 PM (edited) Think I realized why the beast animations weren't playing. For any aggressive scenes, I require the keyword 'Forced' for the SLP+ style, and none of the creature animations have that! So that explains the invalid animation setup. So, looks like I need to change that up when != ActorTypeNPC and open it up to any valid creature type animation. Fortunally, that's only 2-3 functions to worry about in the _SLSubmitSexScene script. [Edit] I might have celebrated too soon. God damn creatures just refuse to trigger, despite it working perfectly as expected with regular NPCs. 🙄 Edited Wednesday at 12:41 AM by dkatryl
bubba999 Posted Wednesday at 06:53 PM Posted Wednesday at 06:53 PM I tested the submit part only. Seems to be working fine. Just one thing... every few seconds you get the "equip" sound. It's kind of distracting! That's the only problem I see right now in my game. 1
lukashinikov Posted yesterday at 02:03 PM Posted yesterday at 02:03 PM 19 hours ago, bubba999 said: I tested the submit part only. Seems to be working fine. Just one thing... every few seconds you get the "equip" sound. It's kind of distracting! That's the only problem I see right now in my game. This also happens here.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now