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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
Posted

Most Recent Changes

v1.0.2 - (27JUN26)

  • Changed MCM Option about always having Female players assume 'Victim' role when they submit to instead labeled as the following: Player/Follower = 'Male' / Victim = 'Female'
  • Toggle this option on to always make the player take the 'male' role (females will use a strap-on) as the aggressor.
    NPC victims will always take the 'female' role.
    This option allows the use of the more common M/F animations.
  • Toggle this option off to use the animation restrictions as intended.
    This will require animations with more niche tagging or nothing will play.
    (MM for gay, FF for Lesbian, Femdom for Female Dominant, Male Submissive, but all with the Forced tag.)
  • Cleaned up many Alias issues leading to erroneous messages in the upper left when the debug option is turned on.
  • While not a requirement for the mod, I recommend installing Papyrus Tweaks NG: https://www.nexusmods.com/skyrimspecialedition/mods/77779 . I was experiencing intermittent behavior to certain functions, primarily when I was trying to surrender to Creatures to test that content, and the script lag wound up being the culprit.  I installed Papyrus Tweaks, and immediately all of the intermittent behavior went away and everything functioned as expected. 

 

Okay, this should have resolved most of the lingering bugs & quirks for the time being.

 

So I'll check back in here periodically, but for now, after basically spending the last 2 months resurrecting this mod, I'm going to actually try to *play* the god damn game!

Posted

Started a new game that wasn't just for testing (🤯) and ran into a minor issue.

 

Submitted some bandits, declared them to be turned in for a bounty, but as I wasn't ready to leave to turn them in where I was, I told them to stay.

During the transition from standing to kneeling, they went hostile.  Resubmitting them was automatic, but they shouldn't have gone hostile in that scenario.

 

So, I'll look into that tomorrow, see what's up.

Posted (edited)

Is there a way to set Persuasion and Intimidation chance bonuses for the dialogue separately? I think this could be a fun idea

Edited by Osshuio
Posted (edited)
9 hours ago, Osshuio said:

Is there a way to set Persuasion and Intimidation chance bonuses for the dialogue separately? I think this could be a fun idea

Possible?  Sure.
Am I going to do it?  Meh, doubt it.  It's still speech either way.  And if I did that, it's a matter of time before someone asks for the Bribe option to be separate.

That said, the chance is inherently different, even if they use the same Speech bonus:
Seduce:

SeduceChance.SetValue(((PSpeech - TSpeech/4)) + ((PIllusion - TIllusion/4)/2) + _SLConfig.SDifficulty + _SLSubmitSpeechBonus.GetValue())

 

Coerce:

CoerceChance.SetValue(((100 - THealth) * PHealth / 100) + ((PSpeech - TSpeech/4)/2) + ((PIllusion - TIllusion/4)/2) + (PPrime - TPrime) + ((Target.GetAV("Confidence") - 2.0) * 20.0) + _SLConfig.SDifficulty + _SLSubmitSpeechBonus.GetValue())

 

Seduce is pure Speech/Illusion factors

 

Coerce has that, plus also looks at power discrepancies between the player and the target.

 

[Edit]

That said, huh, looks like the Confidence part of the Algorithm is backwards.  Oopsie!  Guess I'll fix that and add that to when I figure out what's up with the Bounty Stay issue I saw yesterday.

Edited by dkatryl
Posted
3 hours ago, Lab Student said:

Is this mod compatibe with Defeat Bane and SL P+?

SLP+ absolutely.  That is what I'm running.  Just pick the SLP+ option in the FOMOD when installing with your mod manager of choice.

(You can run SLP+ and pick the OG SL option for Submit as well, as SLP+ is backwards compatible with that.  The difference is one script that gets swapped out.)

As to Defeat and its many variations, at its basic level yes, as Submit only uses 100% custom files, and I don't modify any default files.

*FUNCTIONALLY*, however, they may try to compete with either other, like if they both try to initiate player surrender or whatever.

I have never used Defeat, but my understanding is people can use both, then turn off certain options on one or the other, and mix and match parts of each they like better.  That's the best answer I can give you.

Posted

Most Recent Changes

v1.0.3 - (28JUN26)

  • Added missing Alias #2-5 Conditions for the dialog options to declare turning in hostile enemy faction NPCs for a Bounty, or to tell them to Stay once assigned.
  • Speechcraft Coerce Success Chance algorithm bonus/penalty for the Target's bravery was backwards.  Should now correctly give a bonus the more cowardly they are from baseline, and a penalty the braver they are from baseline.

Relatively minor fixes, but fixes all the same.

Posted

Was doing some playing tonight, turned in my first bandit for a bounty, and the guard knocked her down to bleeding, but didn't kill her.

Looks like when I added the Protected flag when you Submit them so they don't get killed by friendly fire or whatever before you can do whatever with them, I forgot to remove the flag before the guard executes them.

 

Whoopsie!

 

(The player can always kill them themselves if need be.  Protected isn't Essential)

 

Minor fix.  I'll have it updated in a few days.  Will hold off a few days to see if any other minor things come up while actually playing the game! lol

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