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Posted

Well, first part of #1 was stupidly easy.  All of the dialog is now in a .STRING file, which should make for easy translating.  Tested it by manually changing some text in the .STRING file, loading up the game, and it properly showed my dummy text edit.

 

The second part is to go through all of the scripts where I use debug.notifications to display stuff in the upper left, like success changes, etc.  That will take a bit longer, but once I fiddle with it and get the first one to work, it will just be a matter of time to get all of them converted into the .STRING file as well.

 

 

Posted
2 hours ago, dkatryl said:

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?

Well, the very beginning of when I started using it, which would not have been until after that function came in. XD

 

But it is entirely possible my memory is off and it was a completely different mod. 

Posted (edited)
3 hours ago, jfraser said:

Well, the very beginning of when I started using it, which would not have been until after that function came in. XD

 

But it is entirely possible my memory is off and it was a completely different mod. 

Now, all that being said, since I literally am in the process of going through all of the scripts, and removing the direct debug.notifications code, as that can't be translated without modifying and recompiling the scripts, and instead making them into STRINGS, there's nothing saying I can't add some flavor stuff to everything.

I'm not a fan of telling the player what they are thinking, but describing what is happening, or more to the point, what is about the happen, and all that, to add some tension to the scene?

Sure, I can look into adding that kind of flavor!

[Edit]The Messages + papyrus Message.Show() part is proving a bit more challenging than the first bit.  Can get the first proof of concept to work.  🙄

Edited by dkatryl
Posted

Man, I feel like I'm chasing my tail tonight.  No matter how many times I compile this .psc into a .pex, start a new game using LAL, it will not seem to take the new changes.

Guess I'm gonna call it for the night, and see if I have better luck tomorrow.

Posted
35 minutes ago, 83ilotzent said:

surely good sir this will work on 1.5.97 version of the game

Probably?

 

I can't confirm one way or the other, since I'm not going to downgrade my game version, but if the other dependencies work (Framework, SKSE64, etc), then I don't see why not?

Posted

Man, I don't know what the issue is, but I can not seem to get a single proof of concept message.show() to work.


 

Message Property _SLSubmitMSGShout Auto

<snippet>
Else
	_SLSubmitShout.Cast(playerRef)
EndIf
_SLSubmitMSGShout.Show()
PlayerRef.SetVoiceRecoveryTime(_SLConfig.ShoutCooldown)
<snippet>

The shout blasts out, and it goes on cooldown, so the code executes, but no message.

 

And I defined the test message as:

image.png

 

Which *should* be all that is needed (I don't want it to be a popup box, just a quick little deal in the upper left just like the debug.notification would normally do.

 

So dunno wtf is the problem.  I really hadn't anticipated *this* to be such a stumbling block. 🙄

 

 

Posted

Man, I was *this* close to saying fuck it last night after yet another day of futility on this.  Nothing was working, I felt like I was just wasting time that *could* be spent actually *playing* the game.  It already works enough for me, it's not like *I* need to localize it, I only speak English anyways!

 

Got a night's sleep, started the morning walking the dog with the wife, used my new power washer to clean my back patio, just nice quiet sunday morning start, then I figured, okay, I will try one last thing, I'll put up a post in the Tech Support for modders about my issue.

 

And got the answer in about 30min.  lol.  Yeah, I was so close, just forgot to set the property in the Script tab for the quest.  Something so obvious and simple, but just another thing that was forgotten over the last decade.

 

But, proof of concept worked, so now I can convert all of the debug.notifications to message.show() and then fully localize the mod for full translation support.

 

Still quite a bit of work, to be sure, but at least I have a path forward.

Posted

Now as I'm moving past the proof of concept test one, and getting into the *actual* debug.notification replacements, did the first Dynamic Text Message, one for the Ambush Success, one for the Ambush Failure, where it passed your chance % and what you rolled, and both worked.  That took almost no effort.

Then I moved to the only other ones in the Ambush script, which was stealing any weapon the victim had equipped on a success.

 

debug.notification immediately converts to a string an actor or item's name.

message.show() requires an alias, which was proving to be a booger, so instead of fighting that, I'm going to adopt with the more general:

"You have disarmed your victim and taken their primary weapon!" for a single weapon in either hand, or 

"You have disarmed your victim and taken their weapons!" if they were dual wielding and move on.

 

One script down, many more to go! lol

 

 

Posted
On 5/8/2026 at 12:42 PM, 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

You  may be thinking of Apropos 2? I know it has that. It could be in in 1st, 2nd, or 3rd person descriptions. Its still out there but it doesn't work smoothly with the newest versions of SSE afaik. I use it still and its a little wonky.

Posted
5 hours ago, EcstaticShadows said:

You  may be thinking of Apropos 2? I know it has that. It could be in in 1st, 2nd, or 3rd person descriptions. Its still out there but it doesn't work smoothly with the newest versions of SSE afaik. I use it still and its a little wonky.

 

No, Apropos came much later and I never cared for it -- too many "I secretly enjoy being raped" thoughts for my tatse. I tried editing them all out at one point but they kept showing up anyway. XD

Posted (edited)
5 hours ago, jfraser said:

 

No, Apropos came much later and I never cared for it -- too many "I secretly enjoy being raped" thoughts for my tatse. I tried editing them all out at one point but they kept showing up anyway. XD

Yeah, that's why I know I would never added things that assume what the player is thinking.

Describing what is happening to the player?  Sure, that is setting the scene.

But telling the player what they are feeling in response?  That would instantly trigger a "Fuck you, don't tell me how I feel" reaction in me, so I would never do that.

For the same reason, I can enjoy a 1st or 3rd person POV in erotica, but it's an immediate hard NOPE! if it's a 2nd person POV.

And with that in mind, as I'm going through the scripts and doing a total overhaul of the debug vs messages, I am thinking I might add some flavor stuff, both with the player as the aggressor and as the victim.

As always, they will be tied to the MCM option to turn on/off the upper left messages, because player choice is paramount!

Edited by dkatryl
Posted

Yeah I think they were just describing what was happening as opposed to the player thinking, but I don't remember well enough to know now. It doesn't matter. XD

Posted
On 5/5/2026 at 9:09 PM, dkatryl said:

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
 


The mod you need is https://www.nexusmods.com/skyrimspecialedition/mods/54309   It Fixes the problem of switching between a gamepad and a keyboard and mouse.

Then check out https://www.nexusmods.com/skyrimspecialedition/mods/32225  It's for making hotkeys.  

And while how you made those conversations work there's A.I. stuff you can use now to create all the lines you want in each voice in the game and there is even some projects that makes it possible for you to talk into your microphone and have the NPCs respond to what you said though it does require the use of some A.I. APIs and servers.  Those NPCs also will remember previous conversations so you can resume them later.  

There is ALSO a whole new animation framework called OStim that is an alternative to Sexlab though Sexlab P+ is also an excellent and very quick replacement for Sexlab too.  Sexlab P+ can respond to Sexlab APIs though it does add it's own newer API calls it would prefer you use while OStim has it's own unique API calls.   OStim is very popular on Nexus so making your mod work with either or both could expand it's audience as well.

Posted
On 5/9/2026 at 4:58 PM, 83ilotzent said:

surely good sir this will work on 1.5.97 version of the game

 

The SE conversion of the LE mod still works fine on the latest 1170 version of the game and also worked on all the older SE versions too.

4 hours ago, dkatryl said:

Yeah, that's why I know I would never added things that assume what the player is thinking.

Describing what is happening to the player?  Sure, that is setting the scene.

But telling the player what they are feeling in response?  That would instantly trigger a "Fuck you, don't tell me how I feel" reaction in me, so I would never do that.

For the same reason, I can enjoy a 1st or 3rd person POV in erotica, but it's an immediate hard NOPE! if it's a 2nd person POV.

And with that in mind, as I'm going through the scripts and doing a total overhaul of the debug vs messages, I am thinking I might add some flavor stuff, both with the player as the aggressor and as the victim.

As always, they will be tied to the MCM option to turn on/off the upper left messages, because player choice is paramount!


If you are Localizing then they can EDIT the localization to say what they want their PC to feel.

 

Also while debug.notification would give you names remember just about everything in the game is a Form so "<form name>.GetName()" should get you the name as a string.

Posted
56 minutes ago, WaxenFigure said:


The mod you need is https://www.nexusmods.com/skyrimspecialedition/mods/54309   It Fixes the problem of switching between a gamepad and a keyboard and mouse.

Then check out https://www.nexusmods.com/skyrimspecialedition/mods/32225  It's for making hotkeys.  

And while how you made those conversations work there's A.I. stuff you can use now to create all the lines you want in each voice in the game and there is even some projects that makes it possible for you to talk into your microphone and have the NPCs respond to what you said though it does require the use of some A.I. APIs and servers.  Those NPCs also will remember previous conversations so you can resume them later.  

There is ALSO a whole new animation framework called OStim that is an alternative to Sexlab though Sexlab P+ is also an excellent and very quick replacement for Sexlab too.  Sexlab P+ can respond to Sexlab APIs though it does add it's own newer API calls it would prefer you use while OStim has it's own unique API calls.   OStim is very popular on Nexus so making your mod work with either or both could expand it's audience as well.

Yeah, I discovered the mod that lets you swap between gamepad/controller on the fly as soon as you one vs the other.  Most other current games work that way, so I was relieved to find that mod.  🙂

I'm aware of the existence of the A.I. stuff, but I haven't gotten around to using any mods that use it yet.  I'm not quite sure if I want to go there, partly because I'm not sure where I feel on the ethics of using A.I., don't want to add a bunch of new dependency requirements, and I'm not sure I want to spend the time to relearn a bunch of new APIs and whatnot.

At some point I want to just play the game! lol

As to alternatives to the SexLab Framework, I suppose I'm not surprised in the 12 years since other options have come up.  I'm just not entirely sure what level I want to take things to, given the time investment cost to figure all these new things out and incorporate them.  However, between A.I. driven responses and opening it up to using other animation Frameworks, if I had to choose one to spend development time on, it would definitely be the animation, as this was a "Combat Sex" mod long before I added Speechcraft options to replace SLRomance!

Posted (edited)
2 hours ago, WaxenFigure said:

 

The SE conversion of the LE mod still works fine on the latest 1170 version of the game and also worked on all the older SE versions too.


If you are Localizing then they can EDIT the localization to say what they want their PC to feel.

 

Also while debug.notification would give you names remember just about everything in the game is a Form so "<form name>.GetName()" should get you the name as a string.

Lol, I guess that is a point.  They can just edit the ENGLISH file just as much as anything else.

Or I could get really robust and have a message box popup with a series of choices to how you feel at the start of the encounter.

Bandit is about to have his way with you.  How do you face your fate?

  1. Defiant until the end! You can't break me!
  2. Filled with terror, begging for it to stop!
  3. Dissociate from everything that is coming.
  4. Filled with shame.  But also excitement?

And then tailor the lines based on that.  lol

At least *that* gives the player agency, as opposed to telling them how they feel.  Because that is a hard nope from me.

Edited by dkatryl
Posted

Looks like I have finished going through all of the scripts converting debug.notifications to Message.Show(), with the exception of _SLSubmitScene, which is the one that holds all of the big functions, both as the aggressor and the victim.

I was saving that one for last, because beyond simply converting the existing debugs over, it is the one that I plan to add to it as needed.

 

Unless something unexpected comes up, I expect I should be ready to upload a fully localized mod by the weekend.

Posted

I tried it out on 1.5.97 version, worked okay for the most part. I have a few suggestions, no worries if you cannot implement them or don't want to.

 

I really liked submitting enemies and turning them in, it's very unique to this mod afterall. But the main issue was they kept dying.

 

So is there a way to remove them from enemy factions and making them immune to damage.

I was thinking:

-fortify health

-damage reduction perk

-adding them to friends with all enemies faction

 

I could do this as an enchantment effect on custom hand restraints (already added something similar to this to all DD restraints that tie up hands). But not able to do so on the initial submit/surrender effect. They mostly end up dying midcombat.

It would be really good QoL, when they submit they become dmg free and stop combat. And even better if they flee or take cover like wenches do during combat from immersive wenches mod.

Posted
3 hours ago, ssskn said:

I tried it out on 1.5.97 version, worked okay for the most part. I have a few suggestions, no worries if you cannot implement them or don't want to.

 

I really liked submitting enemies and turning them in, it's very unique to this mod afterall. But the main issue was they kept dying.

 

So is there a way to remove them from enemy factions and making them immune to damage.

I was thinking:

-fortify health

-damage reduction perk

-adding them to friends with all enemies faction

 

I could do this as an enchantment effect on custom hand restraints (already added something similar to this to all DD restraints that tie up hands). But not able to do so on the initial submit/surrender effect. They mostly end up dying midcombat.

It would be really good QoL, when they submit they become dmg free and stop combat. And even better if they flee or take cover like wenches do during combat from immersive wenches mod.

Would be easier just to set them to essential temporarily 

Posted (edited)
12 hours ago, ssskn said:

I tried it out on 1.5.97 version, worked okay for the most part. I have a few suggestions, no worries if you cannot implement them or don't want to.

 

I really liked submitting enemies and turning them in, it's very unique to this mod afterall. But the main issue was they kept dying.

 

So is there a way to remove them from enemy factions and making them immune to damage.

I was thinking:

-fortify health

-damage reduction perk

-adding them to friends with all enemies faction

 

I could do this as an enchantment effect on custom hand restraints (already added something similar to this to all DD restraints that tie up hands). But not able to do so on the initial submit/surrender effect. They mostly end up dying midcombat.

It would be really good QoL, when they submit they become dmg free and stop combat. And even better if they flee or take cover like wenches do during combat from immersive wenches mod.

 

It's been a loooooong while since I was field testing that function, but I know I have successfully had the max of 5 Bounties following me around, but I don't recall how I got all 5 following me.

If I found one by one found 5 lone baddies, or if I found a pack, and basically one by one hit em with the shout/smack until they were all pacified.

Either way, yeah, setting them to essential until they are turned in, then remove the essential flag is likely the easiest.

That way, in the meantime, baddies might still smack em around, but they'll just crawl around for a bit and then get back up.

[EDIT]

Hold up, I already am.  The very first line of the script when you declare you are going to turn them in for a Bounty:
 

akSpeaker.GetActorBase().SetProtected()

 

The only difference between Protected and Essential is the Player can still kill Protected.  They should then function like Followers/Housecarls/etc.

 

So when were they dying, after you spoke to them and said you were going to deliver them for a bounty, or in the process of trying to submit them?

 

[EDIT2)

Oh wait, as I look at the script for when you turn them in, and I remove the Protected status:

Bounty1.GetActorBase().SetProtected(False)


I think I goofed, and I need to put (1) or (True) in the original one?
So like this:
 

akSpeaker.GetActorBase().SetProtected(True)

I'll update that either way, just to be certain.  That will be part of the upcoming localization update.

 

 

Edited by dkatryl
Posted

They mostly ended up dying in crossfire during the fight, long before dialogue even started. Would it be problematic to set them as protected when they surrender and stop combat alarm/move them into a neutral faction? 

 

One also died when I made them wait while looting rest of the area.

 

Also I didn't even think of Protected/Essential... Wouldn't they still be in combat or targets for other NPCs?

I haven't checked the scripts, only tried it last night along with few other mods.

 

 

Posted (edited)

Setting them to Protected(True) at the moment they submit, whether it's the Shout or Grapple (Or even Ambush, for that matter), *shouldn't* have any real unintended consequences, since the Player can still kill Protected NPCs.

I suppose I can look into that.

 

[Edit]

Implemented this.  Will be part of next update.

Edited by dkatryl
Posted (edited)
On 5/11/2026 at 4:39 PM, WaxenFigure said:


There is ALSO a whole new animation framework called OStim that is an alternative to Sexlab though Sexlab P+ is also an excellent and very quick replacement for Sexlab too.  Sexlab P+ can respond to Sexlab APIs though it does add it's own newer API calls it would prefer you use while OStim has it's own unique API calls.   OStim is very popular on Nexus so making your mod work with either or both could expand it's audience as well.

Given that it is basically a direct replacement for OG Sexlab, with backwards compatible support, I installed Sexlab P+ tonight, and did some very preliminary playing with it, triggering a few sex scenes, and it seems Submit works with that just fine.

Since most of what my mod does, outside of the direct calls to start a sex scene, are base Skyrim functions, I'm not surprised.

Haven't tried OStim yet.  That probably won't work if it has it's own API calls.

Given I made this mod for myself, and I don't really see the need for a different animation framework outside of an updated Sexlab, I doubt I am going to invest time on that one.

*IF* I do, it will be after the current Localization update is done, and I get to actually *play* Skyrim for a bit! 🙂

Edited by dkatryl

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