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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 (edited)

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

 

[Edit]

Okay, upon further review, it appears the bandit that wasn't getting killed wasn't a standard bandit, but a "Golden Saints Bandit", many of which will have a quest alias with the Protected flag.

Regular vanilla Skyrim bandits get executed just fine.

 

I'm not gonna bother looking at this any further then.  The player can always kill them after turning in the bounty and getting that gold reward.

Edited by dkatryl
Posted
On 6/30/2026 at 6:20 AM, dkatryl said:

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

 

[Edit]

Okay, upon further review, it appears the bandit that wasn't getting killed wasn't a standard bandit, but a "Golden Saints Bandit", many of which will have a quest alias with the Protected flag.

Regular vanilla Skyrim bandits get executed just fine.

 

I'm not gonna bother looking at this any further then.  The player can always kill them after turning in the bounty and getting that gold reward.

Good afternoon. I've noticed a few bugs involving pop-up messages and eventsSubmit SE v1.0.3.

I’m playing as a female character. For example, I encountered Bandit A and surrendered to him using the hotkey. After being raped and tied up, a message appeared every 15 seconds informing me that I had already submitted to enemy. However, I wasn’t raped again, wasn’t used again, as long as event with tied state is active (repeated rape and use is supposed to happen in this mod).

Using the same hotkey, I freed myself from my bonds and decided to test ambushing named NPCs. For example, named NPC B, I ambushed from behind and raped him with my female character. After rape, messages appeared claiming that I had released NPC B, but I didn't do that. When I raped NPC B repeatedly via dialog option, messages appeared informing me that Bandit A was repeatedly raping me and using me for his own pleasure — even though Bandit A wasn’t even near me.

Later, I encountered enemy C, surrendered to him using hotkey, and a message appeared stating that NPC B had tossed me a coins.

 

In short, there’s a clear mismatch between the names of the events and what those events actually do.

 

There’s also still a bug from the LE version: when I take bandit as a prisoner, he follows me, and if I enter combat while he’s following me, prisoner becomes aggressive.

 

But a special thanks for fixing feature that lets take more than one prisoner with player. This feature was really needed.

Posted
On 7/3/2026 at 5:04 PM, tyty2244 said:

Good afternoon. I've noticed a few bugs involving pop-up messages and eventsSubmit SE v1.0.3.

I’m playing as a female character. For example, I encountered Bandit A and surrendered to him using the hotkey. After being raped and tied up, a message appeared every 15 seconds informing me that I had already submitted to enemy. However, I wasn’t raped again, wasn’t used again, as long as event with tied state is active (repeated rape and use is supposed to happen in this mod).

Using the same hotkey, I freed myself from my bonds and decided to test ambushing named NPCs. For example, named NPC B, I ambushed from behind and raped him with my female character. After rape, messages appeared claiming that I had released NPC B, but I didn't do that. When I raped NPC B repeatedly via dialog option, messages appeared informing me that Bandit A was repeatedly raping me and using me for his own pleasure — even though Bandit A wasn’t even near me.

Later, I encountered enemy C, surrendered to him using hotkey, and a message appeared stating that NPC B had tossed me a coins.

 

In short, there’s a clear mismatch between the names of the events and what those events actually do.

 

There’s also still a bug from the LE version: when I take bandit as a prisoner, he follows me, and if I enter combat while he’s following me, prisoner becomes aggressive.

 

But a special thanks for fixing feature that lets take more than one prisoner with player. This feature was really needed.

1) The first part, regarding repeated rapes of the player, there is an MCM option that needs to be turned on for repeated rapes to even be active.

And even if they are enabled, they aren't 100% guaranteed every 5/10/15 seconds, depending on which is selected.  That is just how often it checks to see if any nearby enemies are feeling like taking another turn.  That chance is an algorithm based on a few variables, such as their given lust, etc, but the chance will increase over time, so eventually it should happen again.

Similarly, if you try to escape, and fail badly enough, it will also auto-trigger another round of fun with your captors, assuming the corresponding MCM option is turned on.

2) As to the various Alias-related issues, well, I didn't see *that* particular scenario.  But what you're describing isn't even the wrong Alias, but the full on wrong *Message* firing, which doesn't make sense, as those are specific to different script/functions.

I'll try to recreate the exact scenario you described, but that doesn't make sense.

3) Similarly, I didn't see my bounties re-aggro tonight while playing, however, I made it so that if you use the shout/grapple on any that had previously submitted, it will auto-succeed, which will re-pacify them.  The same will hold true if you submit them, do whatever to them, then just leave them before coming back to the area later.  They will be aggro again, but any submit will auto-succeed on them.

Posted (edited)

Okay, so sat down to try and recreate the first from the above scenarios.

Loaded up the LAL mod, created a new test lady, went out, immediately got attacked, submitted with "multiple assault" MCM option turned on.
The first ping started at 0%, then increased by 10% every 15 second until eventually the rolled value triggered it, as designed.

That said, I think the phrasing was ambiguous, since I was saying "Success Change", which would imply something 'Good' would happen, as opposed to the more neutral "Trigger Chance".  So I changed out the text of the message string, and flipped the algorithm in the script to be more intuitive.

 

Here's an example of the updated string after the second check, when the Trigger Chance is still relatively low:
image.png

But at no point did I get a message saying I had already submitted to them.

On the off-chance that you are experiencing a similar script lag like when I was trying to test Creature Support in Submit, and surrendering to them inconsistent and unreliable, this solved my problems: https://www.nexusmods.com/skyrimspecialedition/mods/77779

 

Now on to try and replicate your other scenarios.

Edited by dkatryl
Posted (edited)

Moving on to the second scenario, I stayed in the same testing spot, Mistwatch, after I was bound and let the 15sec checks build until they finally triggered again, and also once I failed by too much on the escape attempt and auto-retriggered.


So after I finally escaped, I ambushed the nearest one, had my way with her, then beat down and used the Shout on a few other bandits, and had my way with them. (And got my stuff back!)

 

At no point did I have any erroneous alias' popping up, or the wrong message, or any of the other reported things.

Now I'm going to move on to the final check, gonna put a bounty on this bandit, run around until a wolf or something attacks, and see if he goes aggro.

 

Edit:

Nope, I immediately found a pack of 4 wolves, smashed them with my hammer, turned around to check my orc bandit, and he was politely waiting there watching:
image.png

 

So, I was unable to replicate any of the reported issues, however, I did feel the intended message for when it rechecks to see if any repeat assaults are triggered was ambiguous, so I am going to update that.

 

[Edit 2]

Given the two updated Message Strings affect Localization, I'm going to give CGi a chance to update the German translation before I post the update.

Edited by dkatryl
Posted (edited)

Nice after years i decided to have another go at skyrim.

I've been building my modlist for a week and was having trouble to get defeat working with sexlabP and i was a bit reluctant to try acheron with some defeats add-ons because i found their description lacking.

And by pure luck i found the gem i enjoyed more than a decade ago.

If you could recommend some animation pack it would be lovely (slsb or slal since conversion isn't hard)


regarding feature i'd love to have some form of devious device integration (i remember there was a plugin)

Edited by haattila
forgot
Posted
1 hour ago, haattila said:

Nice after years i decided to have another go at skyrim.

I've been building my modlist for a week and was having trouble to get defeat working with sexlabP and i was a bit reluctant to try acheron with some defeats add-ons because i found their description lacking.

And by pure luck i found the gem i enjoyed more than a decade ago.

If you could recommend some animation pack it would be lovely (slsb or slal since conversion isn't hard)


regarding feature i'd love to have some form of devious device integration (i remember there was a plugin)

2014 was the last update for the LE version of Submit, so ~12 years ago for myself as well!

As for animations, there's a bunch of them out there, but personally I only use Leito, Anubs, Nibbles, and BakaFactory.  And since I run SLP+, they are all SLSB conversions.

As for new features, I highly doubt any new ones will be added by *me*.  After spending a few months of free time after work resurrecting this thing, and building out my own modlist, I'm more interested in playing other than bug fixes/refinements I come across while playing.

That said, if someone made an LE plugin for Devious Devices (It wasn't me), and they or someone else wants to update to it to work with the SE version, be my guest!

Posted

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

Posted (edited)

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.
image.png
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.

Edited by dkatryl

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