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Posted (edited)
On 6/23/2026 at 4:35 AM, dkatryl said:

For my own reference, are you using OG SL or SLP+?

for the framework i use SLP+, but for submit i used the SL version since it uses more animation variation and isn't limited to forced (because i have limited forced animation)

 

currently i only have billy animation pack, i like it since it has the least clipping and looked natural, if i find a few good forced animation i'll try the P+ version, thanks!

Edited by Scarvoice
Posted
14 hours ago, RedTelephone8 said:

Is there any possible way of changing the killmove animation played for the Ambush attack to a custom one? Specifically: Thick Thighs Take Lives at Skyrim Special Edition Nexus - Mods and Community
Would be insanely peak if so

You can modify the included source files to use any animation you want and recompile.

I'm not going to it, especially one that comes from a custom mod that wouldn't even work unless they also had that mod/animation pack installed.

Posted
7 hours ago, jerryrhp said:

Is there any ETA for an Ostim patch? We can wait?

Probably a very long time, if ever.

I don't use Ostim, and I made this mod for myself.  I don't see a need to download, install, and then potentially support a completely separate API Framework that I don't use.

Posted
12 hours ago, Scarvoice said:

for the framework i use SLP+, but for submit i used the SL version since it uses more animation variation and isn't limited to forced (because i have limited forced animation)

 

currently i only have billy animation pack, i like it since it has the least clipping and looked natural, if i find a few good forced animation i'll try the P+ version, thanks!

Understood.  I did a bunch of testing with both the OG SL and the SLP+ version of the _SLSubmitSexScene script, in various scenarios (male vs female player, male vs female victim, the updated MCM config On vs Off, etc) and it seems to be working much more consistently.

Understand, the SLP+ looks for 'Forced', and the OG SL looks for 'Aggressive', which is what they all *used* to use before 'Forced' became the main keyword.

As for animations, I highly recommend Leito's.  Good mix of consensual/nonconsensual, all looking good in terms of clipping/natural look.

Not sure how much 'Femdom' that pack has, however... 🤔

Posted

For some reason, surrendering to regular NPCs works perfectly, but Creatures, despite having it enabled in both SLP+ and Submit, it won't accept them as valid actors most of the time.

 

I really want to figure out wtf is the issue before the update, but it is being stubborn. 🙄

Posted
18 hours ago, dkatryl said:

You can modify the included source files to use any animation you want and recompile.

I'm not going to it, especially one that comes from a custom mod that wouldn't even work unless they also had that mod/animation pack installed.

Any guidance on which source files I'd need to alter and what I would need to change? Haven't really modified a mod before lol

Posted
5 hours ago, RedTelephone8 said:

Any guidance on which source files I'd need to alter and what I would need to change? Haven't really modified a mod before lol

There is a script literally called _SLSubmitAmbushEffect.

You would need to change the section:

                If (!Target.HasLOS(Caster))
                    Caster.PlayIdleWithTarget(_SLSubmitAmbush, Target)
                    _SLScene.WRT(4.0)
                Else
                    Slap.Cast(Caster)
                    Target.MoveTo(Caster, 15.0 * Math.Sin(Caster.GetAngleZ()), 15.0 * Math.Cos(Caster.GetAngleZ()))
                    Debug.SendAnimationEvent(Caster, "AttackStartH2HLeft")
                    _SLScene.WRT(0.4)
                    Caster.PlayIdleWithTarget(_SLSubmitSmack, Target)
                    _SLScene.WRT(2.2)
                EndIf

Or at the very least, redefine the properties of those idles for the MagicEffect of the same name in CK64 to whatever custom ones you're trying to add.

 

Beyond that, if you haven't modified a mod before, you need to get familiar with the Creation Kit (CK64), compiling scripts, and all sorts of other crap.

Posted (edited)

Okay, good news is that it looks like a combination of script lag that was resolved with installing "Papyrus Tweaks" and changing where valid opponent check was done resolved the inconsistent issues I was having trying to get the damn Creature support to work.

The other somewhat good news (?) for those that like to watch their poor character get violated is that when I just did a test to make sure the NPC aggressors worked, I teleported to Mistwatch, screamed YOLO!, ran into the middle of it, then surrendered.

Man, it was just a good ol gangbang.  3-some, followed by one wanting a second turn, then the next pair triggered a 3-some, followed by one wanting a second turn, then the *next* pair...

on in and on it went until every pair of bandits' balls were totally drained!  (And that included the ladies with their strapons!)

yeesh! lol

Anyways, I still looking to post the update sometime later this weekend, unless something else breaks.

 

[Edit]

I finally realized why the Creature Animations weren't playing.  I was setting the aggressor to Futa, instead of setting it to Male.

Valid combination in NPC animations.  Not so much in Creature.

Now I feel much more confident I can get the next update done this weekend, as it's just testing various scenarios. :)

Edited by dkatryl

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