dkatryl Posted July 11 Author Posted July 11 (edited) 2 hours ago, haattila said: On a side note i think i know how to replicate the bug where you can hear the equip unequip sound every 10-5 sec, i think you need to be forced to surrender while being barehanded and then a popup about brawling and not brawling pops every time the sound pop aswell Yes, I think I did run into that while testing an earlier scenario in Mistwatch, the first time I got robbed/etc, nothing. But on *subsequent* ones, yes, I was hearing the rapid "equip/unequip" sounds. Didn't see the Brawling/Not Brawling, but I know where that is, and I'm sure it's related. Thanks for the reminder, I'll look into that later today, bundle that in with the other handful of fixes. [Edit] And, naturally, I go back to a bandit camp, get robbed/raped/etc, then let it happen over and over, second and subsequent clearly with no gear to steal, and now nothing. No spamming the equip/unequip sounds other than the bandits drawing/sheathing their weapon where appropriate. 🙄 Edited July 11 by dkatryl
tyty2244 Posted July 12 Posted July 12 20 hours ago, dkatryl said: Okay, now I had a string of 4 bandits that had been submitted and bountied, making the trek from Riverwood to Whiterun's outskirts to turn them in, got attacked by two wolves, killed them, and now the 4 bandit ladies went aggro (didn't attack). Now that I was able to replicate the issue, I can troubleshoot it. (I mean, technically, a bandit NPC trying to take advantage of you being in a fight and going aggro makes total sense, and you can just auto succeed on a re-submit, but that wasn't what was intended. lol) [Edit] Okay, that seemed simple enough. I had previously set the Ignore Combat flag on their AI Package once they were set the ActorBounty# Alias, but I didn't set the No Combat Alert flag. I guess that let them still pop the aggro condition. Setting that flag with the same scenario from earlier, now they fully ignored the wolves. I also made sure to reset the Protected flag when you declare you will turn them in for a Bounty: akSpeaker.GetActorBase().SetProtected(True) (I had fiddled with that a few weeks ago because the guards weren't executing them, only to find out the issue was the Golden Saints Bandits have a faction wide 'Protected' flag.) So now, in my test scenario, with 2 wolves chomping into 4 bandits being turned in for bounties, they stagger but don't die. I'm gonna keep holding off for a few days to give CGi a chance to update the German strings for Localization. If I don't hear anything by next weekend, I'll just update as is. Thank you for identifying and resolving this issue. As for the other issues I’ve encountered, that you weren’t able to recreate, I suspect they might be related to the Skyrim localization, maybe, or its version (I’m playing on SE 1.5.97). Perhaps some mods are causing problems. Could you perhaps advise me on the best way to collect and review the logs of triggered scripts? I’ll try to find the source of my problems on my own then.
dkatryl Posted July 12 Author Posted July 12 (edited) 4 hours ago, tyty2244 said: Thank you for identifying and resolving this issue. As for the other issues I’ve encountered, that you weren’t able to recreate, I suspect they might be related to the Skyrim localization, maybe, or its version (I’m playing on SE 1.5.97). Perhaps some mods are causing problems. Could you perhaps advise me on the best way to collect and review the logs of triggered scripts? I’ll try to find the source of my problems on my own then. From the sounds of it, most everything is going to be handled with either the scripts _SLSubmitScene or _SLSubmitSexScene (OG SL or SLP+ version, depending on which you use), or one of the dialog options from the only quest, _SLSubmit, and any corresponding script from dialog. You can see all of the Messages, and each one is labeled according to the corresponding script they are called from, with just a # to distinguish multiple message per script. Between these, that is where I would start looking if/when I could replicate the wonky displays. No other mods *SHOULD* cause a problem, as Submit uses 100% custom files, and I modify nothing of the stock game. However, functionally, there is some redundancy with similar mods, such as Defeat, so there is a non-zero percent chance that two (or more) mods try to do the same thing at the same time and one gets confused. Edited July 12 by dkatryl 1
StuffedNinga Posted July 14 Posted July 14 On 5/8/2026 at 1:37 PM, dkatryl said: 2) Convert some (if not all) of the papyrus scripts to .dll. It seems quite a number of more modern mods have gone that way, making them more efficient and less script overhead for the game engine to deal with. Sounds great, except I am less sure how to get from point A to point B on this one. Will require much more study and research than the first one. When doing this one, please don't forget about us lowly VR players! And I suppose the GOG players too... .dlls need to be compiled for our specific game versions.
dkatryl Posted July 14 Author Posted July 14 1 minute ago, StuffedNinga said: When doing this one, please don't forget about us lowly VR players! And I suppose the GOG players too... .dlls need to be compiled for our specific game versions. Don't worry. I should just remove this from my to do list, because beyond the obvious issue you raise, there is the even bigger issue of I don't know where to even begin, and while I'm sure there are enough online resources that I could figure it out, I don't think I want to invest the time to do that! lol. There is a bigger chance I would make an OStim compatibility patch before I even think about converting to .dlls.
dkatryl Posted July 14 Author Posted July 14 (edited) Most Recent Changes v1.0.4 - (14JUL26) Reworked the 'Repeated Assault' algorithm and display notification text to be a bit more intuitive. Previously referred to 'Succeeded', now refers to a chance to Trigger. The intent is still the same, where every 5/10/15 seconds, the chance to trigger will increase by 10% until eventually the roll is less than the chance. This affected the Message text, and has been updated in the Localized files. Updated German translation for the updated Message provided by CGi. Added 'No Combat Alert' flag to Bounty Aliases to prevent them from erroneously going aggro if you get attacked on the way to turning in the bounty. Minor tweak to the various 'Forced' scenes for the SLP+ version, where if the 'Aggressor' is male, it will disallow "Femdom" animations, as they look silly in that scenario! Edited July 14 by dkatryl
dkatryl Posted July 16 Author Posted July 16 On 7/14/2026 at 6:14 PM, tamai said: heeey you said you would play the game finally 😤 /j I did! Other than posting the update yesterday (I was just waiting on the German string update from CGi), I was able to play for almost 3 hours uninterrupted. And didn't have to stop and fiddle with this mod or any other mod the entire time! It was GLORIOUS! 😁 1
tamai Posted July 16 Posted July 16 (edited) 48 minutes ago, dkatryl said: I did! Other than posting the update yesterday (I was just waiting on the German string update from CGi), I was able to play for almost 3 hours uninterrupted. And didn't have to stop and fiddle with this mod or any other mod the entire time! It was GLORIOUS! 😁 😂lol okay thats good im just checking, bleak falls barrow is fun in all but we as a modding community need to see more of skyrim 🫡good luck and have fun!~ Edited July 16 by tamai
Adolis2019 Posted July 19 Posted July 19 (edited) Hello. Can you add an option to the MCM menu to disable gay sex when the main character is defeated in battle? I only play as a male character. Is it possible to make it so that when a male character is defeated in battle, enemies can only rape female companions, while the male player is simply robbed? Edited July 19 by Adolis2019
dkatryl Posted July 20 Author Posted July 20 (edited) On 7/19/2026 at 12:05 AM, Adolis2019 said: Hello. Can you add an option to the MCM menu to disable gay sex when the main character is defeated in battle? I only play as a male character. Is it possible to make it so that when a male character is defeated in battle, enemies can only rape female companions, while the male player is simply robbed? I'm not going to add an extra setting just for that relatively niche situation. If I am going to do anything with it at all, I will just leverage the existing sexual preference setting in the MCM. Which I'm not against doing, it just might be a bit before I fiddle with adding features (As opposed to outright bug fixes) [Edit]Looking into this a bit more, it would involve completely breaking the player/follower surrender functions apart to decouple the two, then rebuilding them almost from scratch to be independent of the other. This is going to be filed under 'if it ain't broke, don't fix it.' Edited July 22 by dkatryl
SneakySausage1337 Posted July 23 Posted July 23 On 7/14/2026 at 4:04 PM, dkatryl said: There is a bigger chance I would make an OStim compatibility patch before I even think about converting to .dlls. One can dream! Ostim SA is easily the fastest and most stable framework. It just needs more content LL content, which luckily is improving.
hannebambel_bembel Posted Thursday at 04:49 PM Posted Thursday at 04:49 PM First of all, its great to see the IMHO best Submission mod to be updated again. Using it along Defeat (Bane) - with disabling stuff from Defeat of course - for the last playthroughs with much fun and without major isssue. Especially the Conversation Options are somthing many other solutions are lacking. I just have an question that comes from the current modlist I am preparing, namely an unarmed monk style of character. The succuss formula given as " SuccessChance = (((100 - THealth) * PHealth / 100) + ((PSpeech - TSpeech)/4) + (PPrime - TPrime) + _SLConfig.Difficulty - _SLSubmitFailurePenalty.GetValue() ) Prime/TPrime is the highest value between OneHanded, TwoHanded, Marksman, & Destruction. " results in a penalty for doing hand-to-hand ( I use Adamand H2H here), if neither of the skills given above has been raised: E.g. H2H = 80, 1H = 2H = 15, MARKS = 15, DEST = 15, TPrime = 90 would give me a 15 - 90 = -80 penalty instead of 80 -90 = -10 Of course you cannot take all sorts of alternative skill mods into account - do you have an idea if something can be done to success chance for builds like mine? I can surely adjust _SLConfig.Difficulty (that I did thus far) to make the penalty smaller. Thanks very much for taking care of this great mod again!
dkatryl Posted Sunday at 08:52 PM Author Posted Sunday at 08:52 PM On 7/30/2026 at 11:49 AM, hannebambel_bembel said: First of all, its great to see the IMHO best Submission mod to be updated again. Using it along Defeat (Bane) - with disabling stuff from Defeat of course - for the last playthroughs with much fun and without major isssue. Especially the Conversation Options are somthing many other solutions are lacking. I just have an question that comes from the current modlist I am preparing, namely an unarmed monk style of character. The succuss formula given as " SuccessChance = (((100 - THealth) * PHealth / 100) + ((PSpeech - TSpeech)/4) + (PPrime - TPrime) + _SLConfig.Difficulty - _SLSubmitFailurePenalty.GetValue() ) Prime/TPrime is the highest value between OneHanded, TwoHanded, Marksman, & Destruction. " results in a penalty for doing hand-to-hand ( I use Adamand H2H here), if neither of the skills given above has been raised: E.g. H2H = 80, 1H = 2H = 15, MARKS = 15, DEST = 15, TPrime = 90 would give me a 15 - 90 = -80 penalty instead of 80 -90 = -10 Of course you cannot take all sorts of alternative skill mods into account - do you have an idea if something can be done to success chance for builds like mine? I can surely adjust _SLConfig.Difficulty (that I did thus far) to make the penalty smaller. Thanks very much for taking care of this great mod again! Yeah, since the OG LE version of the mod, there's been so many skill overhaul mods, that I think even *RESTORATION* has like a "poison" branch or something like that via some mod or another. And even just opening up to checking for highest of all skills won't account for custom skills. So, probably the most reliable check would be to replace the skill check comparison with a simple level check comparison, with the expectation that if you're leveling, then you *probably* have some way to handle combat. In _SLSubmitQuest, in the Function: GatherStats(Actor Target, Actor Player) Comment out or delete: If (POneHanded >= PTwoHanded && POneHanded >= PMarksman && POneHanded >= PDestruction) PPrime = POneHanded ElseIf (PTwoHanded >= POneHanded && PTwoHanded >= PMarksman && PTwoHanded >= PDestruction) PPrime = PTwoHanded ElseIf (PMarksman >= POneHanded && PMarksman >= PTwoHanded && PMarksman >= PDestruction) PPrime = PMarksman Else PPrime = PDestruction EndIf And replace with: PPrime = PlayerRef.GetLevel() Similarly comment out or delete: If (TOneHanded >= TTwoHanded && TOneHanded >= TMarksman && TOneHanded >= TDestruction) TPrime = TOneHanded ElseIf (TTwoHanded >= TOneHanded && TTwoHanded >= TMarksman && TTwoHanded >= TDestruction) TPrime = TTwoHanded ElseIf (TMarksman >= TOneHanded && TMarksman >= TTwoHanded && TMarksman >= TDestruction) TPrime = TMarksman Else TPrime = TDestruction EndIf And replace with: TPrime = Target.GetLevel() Then compile, and it will just do a simple level comparison. Of course, now that I've suggested that, if someone comes on here and says they have a pacifist character that only levels through blacksmithing, enchanting, alchemy, pickpocketing, speechcraft, and lockpicking, I'm just gonna say figure it out yourself, weirdo!
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