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Posted (edited)

As a result of fooling around with SexLab P+, and seeing how it handles the pool of available animations is a little different, and since I am making the mod for myself first and foremost, I made a minor change to the Speechcraft dialog options.

The Sex, Oral,& Anal options will be those, but exclude "Aggressive" tagged animations.

The Rough will require the "Aggressive".

The Random will be anything that requires 2 people.

It's *mostly* how it worked before, just a bit more specific now.

 

This will be part of the coming update.

Now that I have my animations squared away so I'm not playing Aggressive ones at the wrong time (or not playing when it should!), time to get back to adding some scene dressing for when the player surrenders in combat.

Edited by dkatryl
Posted
6 hours ago, dkatryl said:

As a result of fooling around with SexLab P+, and seeing how it handles the pool of available animations is a little different, and since I am making the mod for myself first and foremost, I made a minor change to the Speechcraft dialog options.

The Sex, Oral,& Anal options will be those, but exclude "Aggressive" tagged animations.

The Rough will require the "Aggressive".

The Random will be anything that requires 2 people.

It's *mostly* how it worked before, just a bit more specific now.

 

This will be part of the coming update.

Now that I have my animations squared away so I'm not playing Aggressive ones at the wrong time (or not playing when it should!), time to get back to adding some scene dressing for when the player surrenders in combat.

 

Hi

 

Not quite sure what you mean, but does this imply that Sexlab P+ will become a necessary 'requirement', or that some of the existing functionality will be removed unless using P+?  

 

Reason for asking is that, in general terms and looking at other mod threads over the past couple of years, P+ might be clever but it does seem to screw up a load of other mods which won't run properly with it unless patched - and some basic mods just aren't 

 

If it is made a requirement, personally, I'll have to skip any updates that go beyond where the mod is now and others might be in the same boat

 

Hope that's seen as helpful a comment as it's intended to be

 

DQW

Posted (edited)
2 hours ago, DonQuiWho said:

 

Hi

 

Not quite sure what you mean, but does this imply that Sexlab P+ will become a necessary 'requirement', or that some of the existing functionality will be removed unless using P+?  

 

Reason for asking is that, in general terms and looking at other mod threads over the past couple of years, P+ might be clever but it does seem to screw up a load of other mods which won't run properly with it unless patched - and some basic mods just aren't 

 

If it is made a requirement, personally, I'll have to skip any updates that go beyond where the mod is now and others might be in the same boat

 

Hope that's seen as helpful a comment as it's intended to be

 

DQW

No, just that I added the tag restriction to not use "Aggressive" animations during Speechcraft if you select one of the options that isn't "rough roleplay"

For Instance, for Straight, Male/Female Sex:

sslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, "MF", "Vaginal", TagSuppress = "Aggressive", requireAll=true )


If you select the Rough Consensual option, it will *require* the Aggressive tag, and if you pick the Random option, it will have no restrictions other than limited to 2 people.

I have no intention of requiring anything new beyond the basic Framework, just *also* making it play more as intended with SLP+! 🙂

And this has no bearing on any of the Combat Sex features.

Edited by dkatryl
Posted
1 hour ago, dkatryl said:

No, just that I added the tag restriction to not use "Aggressive" animations during Speechcraft if you select one of the options that isn't "rough roleplay"

For Instance, for Straight, Male/Female Sex:

sslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, "MF", "Vaginal", TagSuppress = "Aggressive", requireAll=true )


If you select the Rough Consensual option, it will *require* the Aggressive tag, and if you pick the Random option, it will have no restrictions other than limited to 2 people.

I have no intention of requiring anything new beyond the basic Framework, just *also* making it play more as intended with SLP+! 🙂

And this has no bearing on any of the Combat Sex features.

 

Thanks for both the very prompt reply and that clarification

 

DQW

Posted (edited)

I finished adding in new scene setting lines for when the player surrenders last night.  Today I just need to play through it a few times, check for the flow and feel. (And typos!)

That was the last of the Localization stuff for the next update.  If everything goes fine in testing, I should be able to able to post the update later today (I'm in CST)

 

[Edit] Added ~8 or so new messages to the script that handles everything, but derped and forgot to set their properties in the associated Quest!

That's what you get for working last into the night! lol

 

[Edit2] Man, I must have derped even harder than I thought last night.  Most of the new messages from last night won't even trigger/display, so I obviously did something dumb.  Oh well, I'll figure it out... 🙄

Edited by dkatryl
Posted (edited)

Well, I can't explain how or why, but the 72 .psc & .pex files I had yesterday suddenly is only 36 today.  And it seems to be random which ones are missing.

So, that just fucked everything, and not in the fun way.

I have the backups from the last update, but anything I changed since then I will have to redo, so that is probably explaining a good deal of why today's testing isn't working as expected.

 

[Edit] Given I now have to redo whatever changes to the backups of the mysteriously missing scripts, my timeline of later today for the update is now out the window.  This is not the first time shit was working the day before, I sit down to continue where I left off, and shit is just mysteriously not working for 'reasons'.

First time half the files were just mysteriously deleted.  😒

I suspect that once I finish this update and publish, I will be done with development on this.  It serves my function well enough as is, and this has become an exercise in frustration, and that's not a good use of one's free time.

 

[Edit2] So now after recreating and/or updating all 36 missing scripts from 2 week old backups, lo and behold, all of the Message.Show() that didn't show up previously showed up.  So now I am almost at the point where I can test, which I *thought* I was going to be at this morning! 

So frustrating the seemingly random shit that comes up. 🙄

Edited by dkatryl
Posted (edited)

So, after a frustrating day of rework, the good news is that after rebuilding the missing scripts and getting back to where I thought I was *last night*, the ~8-9 new messages to add flavor to the scene when the player surrenders and gets violated are working as intended.

 

But, given all of the wacky problems over the weekend, I don't want to try and rush everything last minute before bed.  So tomorrow after work, I'll do another handful of tests, and if nothing new comes up, I'll do the localization push and update.

 

For now, these are the messages that will pop up when you surrender:

Spoiler

Player Surrender:

You attempt to surrender to <Alias=ActorBully>!

 

Surrender Accepted:
You surrender, submitting to <Alias=ActorVictor1>!

 

Player Raped

<Alias=ActorVictor1> is about to use you for their pleasure...

 

Post 1st Rape

<Alias=ActorVictor1> is done using your body...

 

Player Raped Again (2+ Assailants)

<Alias=ActorVictor2> wants a turn with you...

 

Post 2nd Rape

<Alias=ActorVictor2> is also done using your body...

 

Player Gold Robbed

Your gold was stolen by <Alias=ActorVictor1>!

 

Player Items Robbed

Your items were stolen by <Alias=ActorVictor1>!

 

Player Bound

Having finished with you for now, <Alias=ActorBully> binds your wrists, leaving you vulnerable...

If you like them, great.  If you don't like any or all of them, well, it will be localized, so change them as you see fit. 😄

Or just turn off the Debug option in the MCM and enjoy the blessed silence! lol

 

 

Edited by dkatryl
Posted (edited)

Main mod updated.

 

It looks like the warnings I was seeing on the Serana plugin is needing to go through all of the scripts in the Quest and update their properties because of the localization changes made to the scripts, as the Serana mod uses the same base scripts.  (It just adds Speechcraft options using Serana's voice set.)

 

Since the current plugin won't work properly with the localized mod for that reason, I'm going to leave the previous version of the mod up until the plugin is localized as well.

 

I should be able to update it in next day or two.

 

[Edit] Yep, looks like it is just a matter of going through all of the dialog branches and make sure the various conditionals for the branch have the proper checks and the script fragments have their properties set.  Just takes time to go through them all and compare to the LE version in a separate CK32 window.

At the current rate, I *should* be able to finish tomorrow night.

Edited by dkatryl
Posted
On 5/9/2026 at 3:01 AM, dkatryl said:

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.
 

 

However, one message, even in the latest version of the mod, remains in the script.

*Your 'rescuer' leers for a moment, but then spots a nearby guard and decides to be 'merciful'...*

Posted (edited)
15 hours ago, vjnmrf said:

 

However, one message, even in the latest version of the mod, remains in the script.

*Your 'rescuer' leers for a moment, but then spots a nearby guard and decides to be 'merciful'...*

Well, that would be due to the stupid 'half of my source/scripts were deleted Saturday night' mystery that I still don't have answers for.  😒

 

So when restoring/redoing those missing 36 scripts from the 2 week old backups, I must have missed that.  Because here's the message that was created to replace that:

<Alias=ActorTarget> leers for a moment, but then spots a nearby guard and decides to be 'merciful'...

 

Guess I'll do another Ctrl+F on 'debug.notification()' through all of the scripts and see if I missed any others, and updated when I finish going through the Serana plugin.

 

[Edit]

Oh, man, that's an even bigger derp!  I added the correct Message.Show(), but didn't delete the Debug.Noticiation()

    ElseIf (AbuseGlobal.GetValue() == 1)
        If(_SLConfig.debugActive)
            ActorTarget.ForceRefTo(akSpeaker)
            _SLSubmitBoundHelpEasy2.Show()
        EndIf
        Debug.Notification("Your 'rescuer' leers for a moment, but then spots a nearby guard and decides to be 'merciful'...")
    EndIf

Lol, I blame the nerdrage I was in after discovering the missing scripts! :P

 

[Edit2]

Okay, quick romp through all of them, that was the only derp.  The only other instances of debug.notifications were commented out.

I'll go ahead and repackage and update that one now, and the message already existed, so the localization wouldn't be affected.  And the Serana plugin uses the same scripts, so no reason to delay for that.

Edited by dkatryl
Posted (edited)
7 hours ago, Paimoons said:

It's like sexlab defeat mod?

Similar in spirit, at the very least.

 

Submit and Defeat both began development in tandem within a few months of each other ~12+ years ago.  I know both feature Combat Sex as the main feature, both with the Player as the Victor and the Victim.  I went on to add a Speechcraft part for consensual options.  (I don't know if Defeat has that?)

 

Then I basically stepped away from Skyrim (and modding) for over a decade (Until very recently), and as I understand it, Defeat continued into development.

 

Beyond that, I don't know any details of what it does, what it doesn't do, if the two play nice together, or anything else.

Edited by dkatryl
Posted

Serana plugin has been updated:

 

19MAY26 1857

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

Very minor update to the main mod.  Just wanted the check to be consistent with the Message that reflects the result.

 

19MAY26 1918

  • While correcting Serana Plugin reference errors, realized ###Roll < ###Chance checks *should* have been ###Roll <= ###Chance in the main mod as well.
Posted (edited)

Very minor update to the main mod.  Just wanted the check to be consistent with the Message that reflects the result.

 

19MAY26 1918

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

Well, something screwed the pooch on that one, and the localizations broke after edits that should have had no bearing on them.

 

Reverted back to the earlier version until I figure out what went wrong.

 

[Edit]

Ahh, okay, looks like you need to use SSEEdit to de-localize the .esp *first*, do your edits, then re-localize.

 

Rookie mistake! lol

 

Fortunately, redoing the < vs <= should only take a few minutes.

 

 

 

Edited by dkatryl
Posted

There, de-localized, made the changes, re-localized, and updated.

 

And this time I actually tested to make sure the dialog showed up! lol

Posted
2 minutes ago, games2xs said:

So does SL Submit replace SL Defeat or can they be used together?

As stated a few posts ago, I have never used Defeat, since these were originally being developed in tandem waaaaaay back in the day, so I can't speak to the particulars.

 

I suspect there would be a lot of redundancy if fully used together, however, I know Submit was made modular enough that you could turn off certain functions and use parts of Defeat, and only use whatever parts of Submit you prefer, like maybe the Speechcraft portion.

 

I believe I have seen people say they use them together in that fashion?

Posted (edited)
2 hours ago, dkatryl said:

As stated a few posts ago, I have never used Defeat, since these were originally being developed in tandem waaaaaay back in the day, so I can't speak to the particulars.

 

I suspect there would be a lot of redundancy if fully used together, however, I know Submit was made modular enough that you could turn off certain functions and use parts of Defeat, and only use whatever parts of Submit you prefer, like maybe the Speechcraft portion.

 

I believe I have seen people say they use them together in that fashion?

 

Also for 

 

@games2xs

 

That may also depend on which version of Defeat you are using.  

 

To start with, there is Goubo's original, as updated, and expanded  by @Bane Master & @AndrewLRG 

 

It's the most reliable, comprehensive, well maintained and updated version of the original out there, especially incorporating the additional functionality produced by @AndrewLRGand @Bane Master 's own FSM add - on, in which Defeat handles a number of possible post defeat events.  These  cover both player and followers.  FSM handles specific follower post combat defeat outcomes - they can be sent direct to Slavery by a range of bad people direct from a Defeat loss, or handed off to slavery if the Player's Defeat outcome is the start of a Simple Slavery++ event.  The player then has separate quest(s) to track down the enslaved follower(s) and rescue them and their belongings, assuming they actually want them back 

 

The mod also allows you to separately enable each of 

Player Defeat by NPCs (all kinds) 

NPC Defeat by Player  

NPC vs NPC Combat and Defeat  

 

You can find a thread dedicated to Bane's Defeat here, and the current file version links

 

 

Then there's other options like

 

Defeat - Baka's version

Naked Defeat - Nymra's fork

 

I've never tried the Baka one, and my only experience of Nymra's was long long ago, at a time when it was being developed, so I've no current experience of it

 

My main aim in trying out this mod will be to see how player combat victory is handled.  The Goubo/Bane version is sort of more 'defeat by sneak attack' rather than through combat, and it does that rather well, exactly as it says on the tin.   But as the 'NPC Defeat by Player' section of the mod is optional, I want to see how 'Submit' might work alongside Bane's version to get an 'NPC defeat in Combat' outcome   

 

Hope all that's helpful

 

DQW

Edited by DonQuiWho
Posted (edited)
1 hour ago, DonQuiWho said:

I want to see how 'Submit' might work alongside Bane's version to get an 'NPC defeat in Combat' outcome

I use the Baka's version of Defeat.  Just now, playing with it and Submit, Serana and I defeated a thief.  I moved to rape the thief, then right after I did, Serana moved to rape the thief.  I don't know if Sexlab got confused by this, but we both just stood there.  The thief eventually got back up and walked off as if nothing happened.  I went to MCM and told sexlab to stop all animations. I went after the thief, we defeated him again but when I clicked on him, the option box that came up showed he was in the midst of a sex scene and was asking me if I wanted to control the scene, even though a scene was not running.

 

I'm going to attempt to change some settings to see if I can stop that from happening again.

Edited by games2xs
Posted
5 hours ago, games2xs said:

I use the Baka's version of Defeat.  Just now, playing with it and Submit, Serana and I defeated a thief.  I moved to rape the thief, then right after I did, Serana moved to rape the thief.  I don't know if Sexlab got confused by this, but we both just stood there.  The thief eventually got back up and walked off as if nothing happened.  I went to MCM and told sexlab to stop all animations. I went after the thief, we defeated him again but when I clicked on him, the option box that came up showed he was in the midst of a sex scene and was asking me if I wanted to control the scene, even though a scene was not running.

 

I'm going to attempt to change some settings to see if I can stop that from happening again.

 

Thanks for that

 

I presume that you can switch off the sort of 'PC as aggressor' option, if Baka's version is a straight fork from the original Goubo version? 

 

Anyway, I'll be interested to see how that goes

 

DQW

Posted (edited)
15 hours ago, games2xs said:

I use the Baka's version of Defeat.  Just now, playing with it and Submit, Serana and I defeated a thief.  I moved to rape the thief, then right after I did, Serana moved to rape the thief.  I don't know if Sexlab got confused by this, but we both just stood there.  The thief eventually got back up and walked off as if nothing happened.  I went to MCM and told sexlab to stop all animations. I went after the thief, we defeated him again but when I clicked on him, the option box that came up showed he was in the midst of a sex scene and was asking me if I wanted to control the scene, even though a scene was not running.

 

I'm going to attempt to change some settings to see if I can stop that from happening again.

With the exception of Submit's Ambush function (Sneaking up to an NPC), both the Shout and Grapple (if successful) subdue the NPC, but don't automatically initiate anything.

 

It opens up the ability to then talk to the victim, and choose between rape/rob/bounty/etc.

 

So if it went straight into trying to do things, that would likely have been Defeat triggering.

 

[Edit]

As for the "Player as the Victim" content, I only added it due to popular request way back then.  It's serviceable enough (The player gets raped, robbed, and then tied up, and has to escape before it happens again, as well as at least your first follower), but by no means is it robust enough to incorporate the various Slavery mods and such out there that focus on that.

Sounds like at least one of the versions of Defeat already handles that, so there's no reason for me to reinvent the wheel on a part that doesn't really interest me.

Edited by dkatryl
Posted
16 hours ago, dkatryl said:

1 With the exception of Submit's Ambush function (Sneaking up to an NPC), both the Shout and Grapple (if successful) subdue the NPC, but don't automatically initiate anything.

 

2 It opens up the ability to then talk to the victim, and choose between rape/rob/bounty/etc.

 

3 So if it went straight into trying to do things, that would likely have been Defeat triggering.

 

 

Hi

 

'1 & 2' are pretty much the same as the Goubo/Bane Defeat outcomes, then, in that you get similar options after overcoming any NPC as you seem to have in 'Shout and Grapple', ie a text box with a range of possible actions.  But I'll need to try out your 'Ambush function' to see what it maybe does differently

 

As for '3', I 'didn't think/haven't seen' Defeat do anything that creates an automatic entry into any Sexlab scene when the player's PC overcomes an NPC, so I'm not sure where he is getting a Sexlab scene directly from that.  Hnless he's doing something different, like maybe using any of the options that 'mark' NPCs for follower action?  I don't tend to use those, so can't be certain what they do

 

On balance, your mod does look as if I could find a good home for it in a game based on 'Male Player Slaver' where one don't really need all the bells and whistles of the more complicated aspects of the player 'Combat Defeat' version options

 

Hope that's useful in some way

 

DQW

  

Posted (edited)
On 5/19/2026 at 2:02 PM, Paimoons said:

It's like sexlab defeat mod?

 

It's more like Sexlab Defeat was based on this mod just as this mod took after something I built before the first Sex framework came along.  This was pretty much the very first MOD of any sort for Skyrim that had the NPCs talking back as you talked to them by using those NPCs already made spoken lines.  With the ability to use A.I. to generate spoken responses this mod isn't so unique any more but when first published with all that it was frankly amazing!

Edited by WaxenFigure

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