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Posted
On 8/2/2026 at 10:52 PM, dkatryl said:

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! :P

 

Thanks very much for looking into it that deep :) I definitely will give this a go and come back on how it feels once I managed to compile it :) 

 

Currently I am doing a smoke test playthrough with an ever evolving load order and I noticed an old and a new issue.

 

01 OLD issue has already been mentioned here one or the other time, is the messages "BRAWLING" and "NOT BRAWLING" constanly spamming when the debug notifications are turned on. What I did in the past was turning off the debug notifications or deactivating the victim support and using defeat Bane instead to get party down supprt when i wanted it. As soon as victim support in  SL Submit is turned of the messages disappear.

 

02 NEW I am having a hard time submitting Alva the Vapire $$%(/ without killing her. Doing enough damadge and using sub mit at the latest moment I managed her to submit :) 

She then submitted kindly told me that there is no need to get rough :) and handed over all her belongings BUT no scene did play. This might be a special issue with this quest NPC or something else. In the past I had sa imilar issue with Arnise uising an older version of this mod.

 

I hope these minor observations can assist in tracking down what is going on here.

 

Will now try a different easy NPC to see what happens ...

 

 

Posted

Hi, great mod, this is exactly what I was looking for, I wish there would be more content in the future!

 

Question though, I read through the pages and the Activate key is what you need to press to try and escape? is that right?

Posted (edited)

If a shrine doesn't do it, then a cure disease potion or the like should also remove it?

 

Not sure if this mod has anything to do with Dawnguard DLC items, as Submit doesn't touch any existing files.

 

As to the last part, did you just feed on them in the process of trying to submit them (In which case, they should still be alive so you can do follow up stuff to them), or do you mean in the final dialog option where you say you were done with them, and wanted to leave no witnesses, and then you fed on them but they were still alive?

 

If the latter, that isn't intended, and I can look into that.

Edited by dkatryl
Posted (edited)
On 8/8/2026 at 8:50 AM, hannebambel_bembel said:

 

Thanks very much for looking into it that deep :) I definitely will give this a go and come back on how it feels once I managed to compile it :) 

 

Currently I am doing a smoke test playthrough with an ever evolving load order and I noticed an old and a new issue.

 

01 OLD issue has already been mentioned here one or the other time, is the messages "BRAWLING" and "NOT BRAWLING" constanly spamming when the debug notifications are turned on. What I did in the past was turning off the debug notifications or deactivating the victim support and using defeat Bane instead to get party down supprt when i wanted it. As soon as victim support in  SL Submit is turned of the messages disappear.

 

02 NEW I am having a hard time submitting Alva the Vapire $$%(/ without killing her. Doing enough damadge and using sub mit at the latest moment I managed her to submit :) 

She then submitted kindly told me that there is no need to get rough :) and handed over all her belongings BUT no scene did play. This might be a special issue with this quest NPC or something else. In the past I had sa imilar issue with Arnise uising an older version of this mod.

 

I hope these minor observations can assist in tracking down what is going on here.

 

Will now try a different easy NPC to see what happens ...

 

 

Yeah, the Brawling one was more of a hold over true Debug from testing, given that because of the nature of the Brawls, any 'deathproofing' autosurrender needed to be suspended in order for the player to possibly lose a brawl.

It's pretty irrelevant now, so I will probably just remove that debug entirely, as it doesn't really add anything important.

It's not like the actual brawling scenarios that it was intended to check are common.


That said, my only other concern is the unarmed mod you are using might be putting you into "brawl" mode all the time, because that's pretty much what makes that debug popup:
 

Spoiler

 

Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
    If (akBaseObject.GetFormID() == 500)
        PlayerRef.GetActorBase().SetProtected(False)
        Brawling = True
        If(Brawling && _SLConfig.debugActive)
            _SLSubmitAutoSurrenderEffect3.Show()
        EndIf
        RegisterForSingleUpdate(0.5)
    EndIf
EndEvent

Event OnUpdate()
    If (Brawling)
        If (!PlayerRef.IsInCombat())
            _SLScene.WRT(5.0)
            PlayerRef.UnequipItemEx(Fists, 1)
            PlayerRef.GetActorBase().SetProtected()
            Brawling = False
            If(!Brawling && _SLConfig.debugActive)
                _SLSubmitAutoSurrenderEffect4.Show()
            EndIf
        Else
            RegisterForSingleUpdate(0.5)
        EndIf
    EndIf    
EndEvent

Testing without that mod, just taking my weapon off and shadow boxing there air by itself doesn't trigger anything.  But I don't know how that mod works.

So worst case, it may be toggling off the 'protected' status if you are expecting to use the Deathproof function for player surrenders.

 

******************

 

As to your second one, there's a couple of different possibilities why a scene didn't play:
1) You selected the wrong dialog option after they submitted.  (The first one has the scene, the second is for only robbing them)

2) You have 'Rape' content turned off in the MCM options.

3) You have the wrong sexual preference selected (Default is hetero, so it won't show a valid option for F/F or M/M, only the robbing one)

4) You don't have any valid animations for whatever kind of pairing you are trying to do.  (This has gotten me several times when I was reviving this and testing!)

Edited by dkatryl
Posted (edited)
4 hours ago, fiecl said:

Hi, great mod, this is exactly what I was looking for, I wish there would be more content in the future!

 

Question though, I read through the pages and the Activate key is what you need to press to try and escape? is that right?

Correct.  Whatever hotkey you assign that will do your offensive attempts to NPCs or manually surrendering to NPCs is also what you will use once you are stuck in the bound and kneeling position.

I tried to keep it simple, one button for everything except for actual dialog.

 

There's probably not going to be *too* much new content in the future, outside of bug fixes and QoL that I want to add for myself.

For instance, what I'm currently working on is trying to make an 'NPC Auto Submit' feature, similar to the Auto Surrender for the player.  The basic idea is that, in addition to the existing Shout/Grapple options, which will remain, if turned on, it will also do a check each time you do damage to an NPC, with the same basic success chance as the existing Shout algorithm.

OF course, god damn game is fighting me every damn step of the way, where I duplicate an existing and working thing, and modify/rename it for the new feature, and the god damn thing won't work despite looking correct every time I look at it.  😒

Oh well, I'm sure I'll get it eventually... 🙄

Edited by dkatryl
Posted
15 hours ago, dkatryl said:

如果神龛不起作用,那么治疗疾病的药水之类的东西也应该可以消除它吧?

 

不确定这个mod是否与黎明守卫DLC物品有关,因为提交操作并没有修改任何现有文件。

 

至于最后一部分,你是在试图提交他们的时候吸食了他们的血液(如果是这样,他们应该还活着,所以你可以对他们进行后续操作),还是指在最后的对话选项中,你说你已经完成了对他们的处理,并且不想留下任何目击者,然后你吸食了他们的血液,但他们仍然活着?

 

如果是后者,那并非本意,我可以调查一下。

Yeah, Iused healing potion to cure that extra vampire disease, But perhaps the additional disease may have caused some conflict between BV or RCSE (race compatibility SSE, I use it to make the MOD race compatible with the original race) so i can't to using blood bottle to Addressing hunger. Regarding the final part, I chose to execute them on the spot and found out that I only bit them, and they still stood there. I think this may still be related to BV, because BV has a combat bite module

Posted
4 hours ago, BigTailWolfSuomi said:

Yeah, Iused healing potion to cure that extra vampire disease, But perhaps the additional disease may have caused some conflict between BV or RCSE (race compatibility SSE, I use it to make the MOD race compatible with the original race) so i can't to using blood bottle to Addressing hunger. Regarding the final part, I chose to execute them on the spot and found out that I only bit them, and they still stood there. I think this may still be related to BV, because BV has a combat bite module

Ahh! I think I know what's going on with the guy just standing there.

Current code for handling it is:

    If (Caster.HasKeyword(Vampire))
        Caster.StartVampireFeed(Target)
        _SLFunctions.SubmitFeed()
        Target.StopCombat()
        Target.Kill()
    Else
        Debug.SendAnimationEvent(Caster, "AttackStartH2HRight")
        WRT(0.4)
        Caster.PlayIdleWithTarget(_SLSubmitKillMove, Target)
        WRT(3.0)    
    EndIf

Which was perfectly fine initially.

But in recent ones, in trying to keep the NPCs from getting killed by overly zealous followers, etc, I've been setting them to Protected.

So I suspect that the Kill() is failing at that point, because it needs to be either KillProtected() or KillEssential().  That, or just remove the Protected flag beforehand.

The non-vamp works because the *Player* is performing the kill move, and the player can kill Protected (Different from Essential).

Posted (edited)

FFS, well, good news the problem that I have been fighting the entire weekend, and why I couldn't seem to add/define any new properties to the script that handles the MCM for the new option that will add "Auto NPC Submit" in addition to the Shout/Grapple was because of the Triss addon that *also* modifies the same Quest that houses those scripts because of her dialogs.

And since it has priority, but I forgot I needed to *also* define those properties there, they were effectively undefined.

Pretty derp shit, but at least now I am making forward progress on the feature I am trying to add.  🙄

Edited by dkatryl
Posted
12 hours ago, dkatryl said:

啊!我想我知道那个站在那里的人是怎么回事了。

目前处理这种情况的代码是:

一开始这样做完全没问题。

但最近几次,为了防止NPC被过于狂热的追随者杀死,我把他们的状态都设置成了“受保护”。

所以我怀疑Kill()函数就是在这个时候失效的,因为它需要是KillProtected()或者KillEssential()。或者,也可以事先移除“受保护”的标记。

非吸血鬼角色之所以能正常攻击,是因为*玩家*执行了击杀动作,而玩家可以击杀处于“受保护”状态的NPC(与“必要”状态不同)。

Wishing you a speedy resolution to these issues:)

Posted

fantastic mod, enjoying it over YK/Defeat/etc as its very lightweight and faster integration than them; as well as the bound and escape feature.  If the NPC auto submit function gets working I dare say this will be the new gold standard defeat style mod.  Keep up the solid work man. o7

Posted

So not really a bug, not sure, maybe mod compatibility? I play with immersive creatures and it will transform creatures as well as create additional spawns. These new spawns are not working with SL submit.

Posted (edited)
27 minutes ago, fiecl said:

So not really a bug, not sure, maybe mod compatibility? I play with immersive creatures and it will transform creatures as well as create additional spawns. These new spawns are not working with SL submit.

That's probably because WAAAAAY back when I first made this, and there were a bit fewer of that kind of stuff, I differentiated 'sentient' creatures (draugr, falmer, trolls, etc) as mostly upright bipedal creatures, from the non-sentient ones, like wolves, bears, etc, to allow for player discretion to allow "monstrous humanoids" but not full on bestiality if that was their preference.

As such, as I had to define what all makes up each category.

I'm not gonna go back and revise that, because that would be a never ending arms race, but I will point out where it is and people can modify it to their heart's desires.

In the script _SLSubmitQuest all the way at the bottom, there are the two functions in questions:

bool Function SentientNPC(Actor Target)
    If (_SLConfig.VictimRapeActive && (Target.GetRace() == Werewolf || Target.GetRace() == Draugr || Target.GetRace() == DraugrMagic || Target.GetRace() == Falmer || Target.GetRace() == Troll || Target.GetRace() == FrostTroll || Target.GetRace() == DLC1Gargoyle || Target.GetRace() == DLC1GargoyleVariantBoss || Target.GetRace() == DLC1GargoyleVariantGreen || Target.GetRace() == DLC1VampireBeast || Target.GetRace() == SkeletonArmor || Target.GetRace() == DLC1SoulCairnKeeper || Target.GetRace() == DLC1SoulCairnSkeletonArmor || Target.GetRace() == DLC2Seeker || Target.GetRace() == DLC2AshSpawn || Target.GetRace() == Giant))
        return True
    Else
        return False
    EndIf
EndFunction

bool Function NonSentientNPC(Actor Target)
    If (_SLConfig.VictimRapeActive && (Target.GetRace() == BearBlack || Target.GetRace() == BearBrown || Target.GetRace() == BearSnow || Target.GetRace() == SabreCat || Target.GetRace() == SabreCatSnowy || Target.GetRace() == Chaurus || Target.GetRace() == ChaurusReaper || Target.GetRace() == Dragon || Target.GetRace() == UndeadDragon || Target.GetRace() == Horse || Target.GetRace() == FrostBiteSpider || Target.GetRace() == FrostBiteSpiderGiant || Target.GetRace() == FrostBiteSpiderLarge || Target.GetRace() == Wolf || Target.GetRace() == Dog || Target.GetRace() == DogCompanion || Target.GetRace() == MG07Dog || Target.GetRace() == DA03BarbasDog || Target.GetRace() == DLC1HuskyArmoredCompanion || Target.GetRace() == DLC1DeathHoundCompanion || Target.GetRace() == DLC1DeathHound))
        return True
    Else
        return False
    EndIf
EndFunction

Just add in whatever custom ones got added to the relative one from whatever mod and recompile.  Don't forget to define the property at the top, and fill in the property inside the attached script in the _SLSubmit quest in the .esp, etc.

Edited by dkatryl
Posted (edited)
2 hours ago, Speedyshimrok said:

fantastic mod, enjoying it over YK/Defeat/etc as its very lightweight and faster integration than them; as well as the bound and escape feature.  If the NPC auto submit function gets working I dare say this will be the new gold standard defeat style mod.  Keep up the solid work man. o7

Well, initial testing is promising.

It uses the same "success" portion of the Shout script (failures are just ignored), which also means NPCs that have already submitted will automatically submit.

I turned on the new MCM option, then smacked a prior-submitted bandit with a melee weapon, and he went down like a chump, crawling on the ground, just like I had used the shout.

Then I was curious if it only worked with melee, got out a bow, then plinked a different bandit that had *ALSO* been prior submitted, and *HE* went down like a chump, with my messages firing off to let me know that it was due to the auto-submit feature.

So both melee and bows(presumably crossbows) worked on the first try!

Then I decided to try a spell, and I used a spell that was added via a mod, and it didn't work.  So I have to now look to see if it was due to a custom spell, or if spell attacks are treated different, and then see how I need to handle those.

But still, to have both melee and arrows work on the first try, after feeling like DERP! over the weekend, that's some good progress! :)

 

[Edit]Looks like bashes also didn't trigger it, so definitely some more fiddling to do.  But going in the right direction, at least.

 

[Edit2]Oh, well, that one was easy.  There's a "Apply Bashing Spell" as opposed to "Apply Combat Hit Spell".  Now to just find what handles spells.

Edited by dkatryl
Posted
2 hours ago, dkatryl said:

That's probably because WAAAAAY back when I first made this, and there were a bit fewer of that kind of stuff, I differentiated 'sentient' creatures (draugr, falmer, trolls, etc) as mostly upright bipedal creatures, from the non-sentient ones, like wolves, bears, etc, to allow for player discretion to allow "monstrous humanoids" but not full on bestiality if that was their preference.

As such, as I had to define what all makes up each category.

I'm not gonna go back and revise that, because that would be a never ending arms race, but I will point out where it is and people can modify it to their heart's desires.

In the script _SLSubmitQuest all the way at the bottom, there are the two functions in questions:

bool Function SentientNPC(Actor Target)
    If (_SLConfig.VictimRapeActive && (Target.GetRace() == Werewolf || Target.GetRace() == Draugr || Target.GetRace() == DraugrMagic || Target.GetRace() == Falmer || Target.GetRace() == Troll || Target.GetRace() == FrostTroll || Target.GetRace() == DLC1Gargoyle || Target.GetRace() == DLC1GargoyleVariantBoss || Target.GetRace() == DLC1GargoyleVariantGreen || Target.GetRace() == DLC1VampireBeast || Target.GetRace() == SkeletonArmor || Target.GetRace() == DLC1SoulCairnKeeper || Target.GetRace() == DLC1SoulCairnSkeletonArmor || Target.GetRace() == DLC2Seeker || Target.GetRace() == DLC2AshSpawn || Target.GetRace() == Giant))
        return True
    Else
        return False
    EndIf
EndFunction

bool Function NonSentientNPC(Actor Target)
    If (_SLConfig.VictimRapeActive && (Target.GetRace() == BearBlack || Target.GetRace() == BearBrown || Target.GetRace() == BearSnow || Target.GetRace() == SabreCat || Target.GetRace() == SabreCatSnowy || Target.GetRace() == Chaurus || Target.GetRace() == ChaurusReaper || Target.GetRace() == Dragon || Target.GetRace() == UndeadDragon || Target.GetRace() == Horse || Target.GetRace() == FrostBiteSpider || Target.GetRace() == FrostBiteSpiderGiant || Target.GetRace() == FrostBiteSpiderLarge || Target.GetRace() == Wolf || Target.GetRace() == Dog || Target.GetRace() == DogCompanion || Target.GetRace() == MG07Dog || Target.GetRace() == DA03BarbasDog || Target.GetRace() == DLC1HuskyArmoredCompanion || Target.GetRace() == DLC1DeathHoundCompanion || Target.GetRace() == DLC1DeathHound))
        return True
    Else
        return False
    EndIf
EndFunction

Just add in whatever custom ones got added to the relative one from whatever mod and recompile.  Don't forget to define the property at the top, and fill in the property inside the attached script in the _SLSubmit quest in the .esp, etc.

Thanks for this, however I don't mod and I tried to edit it with help from Claude. I got to the compilation part and was met with many many errors...lol... well I guess thats that.

Posted

Well, according to my reading up on Perk Entry Points tonight, they seemed to have made the glaring oversight where they only added the "Apply Spell" for physical attacks.

Quote

The Apply Combat Hit Spell perk entry point in Skyrim natively triggers for physical weapon swings or bashes, not standard magic projectile or targeted spell attacks. To use it for magic attacks

So much for being able to do it simply.  If I want to add the auto submitting to work with spells as well, I have to get a bit more creative.

 

I found some reference resources that look promising, but that will be something I'll pick up tomorrow.

I am going to try and add it for physical and magical attacks, but if the weekend gets here and I still don't have a workable solution, or at least doesn't seem like I'm close, then I'll post the update with some of the Vampire fixes and the currently working physical-only version of the auto-submit.

Posted (edited)
19 hours ago, fiecl said:

Thanks for this, however I don't mod and I tried to edit it with help from Claude. I got to the compilation part and was met with many many errors...lol... well I guess thats that.

Actually, upon reflection, I am just going to change the NonSentientNPC check to being:

bool Function NonSentientNPC(Actor Target)
	If (_SLConfig.VictimRapeActive && !Target.HasKeyword(ActorTypeNPC) && !SentientNPC(Target)) && Target.HasKeyword(ActorTypeCreature)
		return True
	Else
		return False
	EndIf
EndFunction

Which means various custom creatures added via mods that the SentientNPC() check wouldn't recognize, even if they would normally be considered bipedal humanoid, will be treated as non-sentient, but at least they won't be skipped.

 

It will then be up to you to make sure you have valid animations for whatever random critter you want to boink your character, or else they're just gonna stand there awkwardly looking at each other like, "so, uh... we gonna do this thing?"

Edited by dkatryl
Posted (edited)

Well, the good news is that the auto submit works very nicely with physical attacks.  To not make it *too* easy to trigger, considering it would now effectively be a freebie from doing regular damaging attacks, it won't start checking for success until you get them <= 50% health...

But I ran into a bandit fort with 6-7 various bandits, and just using my sword&board attacks, and in a big ol scrum with them attacking with melee and ranged, I one by one whittled them down and made them all submit without using the hotkey to Shout or Grapple a single time. :)

That's the good news.  The *bad* news is the doing this automatically with *MAGIC* attacks is proving to be a complete booger butt.  I don't know why they didn't just add a Perk Entry for that, it would have made life *SO* much easier.

I haven't given up on that *yet*, but I'm definitely no closer to getting a working prototype of it triggering off spell hits than I was yesterday.

Edited by dkatryl
Posted
5 hours ago, dkatryl said:

Actually, upon reflection, I am just going to change the NonSentientNPC check to being:

bool Function NonSentientNPC(Actor Target)
	If (_SLConfig.VictimRapeActive && !Target.HasKeyword(ActorTypeNPC) && !SentientNPC(Target)) && Target.HasKeyword(ActorTypeCreature)
		return True
	Else
		return False
	EndIf
EndFunction

Which means various custom creatures added via mods that the SentientNPC() check wouldn't recognize, even if they would normally be considered bipedal humanoid, will be treated as non-sentient, but at least they won't be skipped.

 

It will then be up to you to make sure you have valid animations for whatever random critter you want to boink your character, or else they're just gonna stand there awkwardly looking at each other like, "so, uh... we gonna do this thing?"

Thanks! I assume this means you'll patch this in? you're my only hope left for a good SL game at this point lol.

Posted (edited)
17 hours ago, fiecl said:

Thanks! I assume this means you'll patch this in? you're my only hope left for a good SL game at this point lol.

Yeah, it will be part of the next update.  Some stuff regarding Vamps, this, and the Auto-Submit stuff, which currently works for physical attacks.

I'm just trying to *also* get it to work with magical attacks.

Edited by dkatryl
Posted (edited)

Super good news.  I just got the magic attacks to trigger the auto-submit as well.

So, now I just need to goof around and test and look for edge cases that might break it in new and exciting ways.

Assuming I don't come across major game breaking things, I should be able to push the update sometime this weekend.

 

Like for instance, channeled spells, like the starting flame spell, that spam a lot of little hits and crap.  Need to build in a limit where it only checks once a second or something, or it's gonna hammer the script!

 

[Edit] Changed up the way I was handling the submit check trigger during testing.  Definitely a lot more stable now, especially with spammy spells.  (First version was unreliable on the health % check, would flake out and think the target had 0% health during the combat.)

Edited by dkatryl
Posted
47 minutes ago, dkatryl said:

Super good news.  I just got the magic attacks to trigger the auto-submit as well.

So, now I just need to goof around and test and look for edge cases that might break it in new and exciting ways.

Assuming I don't come across major game breaking things, I should be able to push the update sometime this weekend.

 

Like for instance, channeled spells, like the starting flame spell, that spam a lot of little hits and crap.  Need to build in a limit where it only checks once a second or something, or it's gonna hammer the script!

Not sure if you are willing to throw this into the next patch too, I've noticed that once I'm captured, only 2P animations are played over and over. I think I've only ever seen 3P animation play once and that was with bandits. Not sure if there's something going on there too or maybe it was caused by the tags?

Posted (edited)
32 minutes ago, fiecl said:

Not sure if you are willing to throw this into the next patch too, I've noticed that once I'm captured, only 2P animations are played over and over. I think I've only ever seen 3P animation play once and that was with bandits. Not sure if there's something going on there too or maybe it was caused by the tags?

If you have an active follower, one will split off for them.  If you are solo, then 2+ should trigger forced three ways, assuming you have appropriate animations to support that:

Function RapePlayer(Actor[] Actors)
    If (Actors.Length > 2 && ActorFollower.GetActorRef() != None)
        Actor[] actors1 = new Actor[2]
        actors1[1] = PlayerRef
        actors1[0] = ActorVictor1.GetActorRef()
        SexLab.TreatAsFuta(actors1[0])
        SexLab.TreatAsFemale(actors1[1])
        SexLabThread thread = SexLab.StartScene(actors1, "Forced, -Femdom", akSubmissive = actors1[1], asHook="PostPlayerRape")
        thread.SetIsUndressAnimationAllowed(actors1[1], False)
        thread.SetIsRedressAllowed(actors1[1], False)
        If (_SLConfig.debugActive && _SLSubmitBleedoutGlobal.GetValue() == 0)
            ActorVFollower.ForceRefTo(ActorFollower.GetActorRef())
            _SLSubmitScene04.Show()
        EndIf
        Actor[] actors2 = new Actor[2]
        actors2[1] = ActorFollower.GetActorRef()
        actors2[0] = ActorVictor2.GetActorRef()
        SexLab.TreatAsFuta(actors2[0])
        SexLab.TreatAsFemale(actors2[1])
        If (_SLQuest.IsHostileNPC(ActorVictor2.GetActorRef()))
            SexLabThread thread2 = SexLab.StartScene(actors2, "Forced, -Femdom", akSubmissive = actors2[1])
            thread2.SetIsUndressAnimationAllowed(actors2[1], False)
            thread2.SetIsRedressAllowed(actors2[1], False)
        Else
            SexLabThread thread2 = SexLab.StartScene(actors2, "", akSubmissive = actors2[1])
        EndIf
    Else
        actors[1] = PlayerRef
        actors[0] = ActorVictor1.GetActorRef()
        SexLab.TreatAsFuta(actors[0])
        SexLab.TreatAsFemale(actors[1])
        If (Actors.Length > 2)
            actors[2] = ActorVictor2.GetActorRef()
            SexLab.TreatAsFuta(actors[2])
        EndIf
        SexLabThread thread = SexLab.StartScene(actors, "Forced, -Femdom", akSubmissive = actors[1], asHook="PostPlayerRape")
        thread.SetIsUndressAnimationAllowed(actors[1], False)
        thread.SetIsRedressAllowed(actors[1], False)
    EndIf
    _SLScene.RegisterForModEvent("AnimationEnd_PostPlayerRape", "PostPlayerRape")
EndFunction

That's the SLP+ version, and the OG Sexlab will be similar, just with slightly different API setups.

There is no bearing on whether or not the NPC is a Bandit, or any other factions, other than maybe confirming if they are a valid actor to add to the array.

I could probably get more robust and creative with all this, but I don't even use this feature in my own game.  So I'm happy with serviceable.

Edited by dkatryl
Posted (edited)
4 hours ago, tyty2244 said:

Won't the auto-submit feature conflict with one-shot magical and physical attacks?

As in the insta-death slowmo kills?

Not in my testing.  They just wind up dead.

(I have a check for !akTarget.IsDead() as well)

Unless you mean you're worried some level 1 bandit will be one-shot by your high level character before you can get them down to 50%.  In which case... yeah, they probably will.  You would probably need to use the standard shout/grapple hotkey at that point.

Also, because of the nature of this, I'm not including the "SetProtected(True)" stuff for *this* feature, because otherwise their life will shoot back up to full again, which would be problematic if you actually just want to kill them and they keep healing to full!  (It's still part of the Shout/Grapple/Ambush/etc)

Just to be clear, this isn't a 100% submit on a hit once under 50%.

This is once under 50%, it auto triggers the _SLQuest.ShoutChance() *Attempt* when you hit them.  Your success chance could still be low, or RNG doesn't like you, etc.

Edited by dkatryl
Posted (edited)

Well, looks like I celebrated too soon on the magic-based submit.  At some between posting that last night and bed, the series of spells/effects that made it work suddenly became unlinked once I tried to back out the debug.notifications and stuff to get it closer to a release state, and now it's back to not working correctly.  So that's the bad news.  😒

The *good* news is I just added in where your *followers* can also trigger the physical-based submit.  To test it, using a follower mod, I had 3 following me (There won't be a limit, they just need to be within 100 units of you) and I ran into a big bandit camp with 6-8 of them, and I just raised my shield and avoided attacks, but never swung my weapon a single time.

My 3 followers smacked the bandits until they submitted one by one, and didn't kill-steal any of them, which with how overly zealous melee/bow followers tended to be when you're trying to submit a bandit this is gonna be a really big help! :)

Now back to working on this wonky ass magic bullshit.

[Edit]Bad News cancelled.  I had just derped when I was removing some of the cosmetic things, like a visible cloak effect, to prepare for release, and I accidentally unchecked the "No Hit Event" flag, which was making the actual Aura trigger the shit, which spams it like crazy!  lol.  So now it's back to working.

So, back to all good news.  The even better news is that, in theory, a spell casting follower *should* also trigger the magical version of the auto-submit, because it's just doing an OnHit() check to see if a spell effect hit them.  It doesn't check for the source.

Guess I need to go find me one for testing.

Edited by dkatryl

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