tyty2244 Posted Thursday at 10:00 PM Posted Thursday at 10:00 PM 19 minutes ago, dkatryl said: 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. It would be cool if you could add an optional feature for companions, in future. Like they could immediately rape beaten enemies, either before or after the battle ends. Sexlab Defeat has this feature. But it only worked for me once out of a hundred tries.
dkatryl Posted Friday at 12:54 AM Author Posted Friday at 12:54 AM 2 hours ago, tyty2244 said: It would be cool if you could add an optional feature for companions, in future. Like they could immediately rape beaten enemies, either before or after the battle ends. Sexlab Defeat has this feature. But it only worked for me once out of a hundred tries. Naw, that's beyond the pale of what I'm looking to do. You can already do this now, via the dialogs, so I'm not gonna open the can of worms of having random companions try to automatically do this without the player control.
dkatryl Posted Friday at 01:10 AM Author Posted Friday at 01:10 AM (edited) Lol, it just dawned on me, I made the Triss plugin for this, so I went and grabbed Triss as my mage follower tester. Between her Fire & Forget and Channeled style spells, they both properly triggered the Magical version. So, it looks like Physical and Magical for both the Player and Followers can trigger the Auto Submit chance once their health is <= 50%. Weak enemies might still get oneshot, so the option to use the Shout/Grapple, which don't do damage on their own, will still be available. This will just allow it to passively happen during combat as their health starts to get low. I think I might also do a level deviation override, like if the player is, I don't know, let's say 25 levels over the opponent, then they would automatically submit on the first hit, even if it's just a bash. Actually, for that matter, I'm gonna add that to the Shout/Grapple/Ambush as well. If you're at the point where you would probably just oneshot them, then there's not much of a contest anyways. Just a QoL thing. [Edit] I'm going to make the level deviation an MCM slider option. Default of 25, with a range of 10-100, where 10 means they have to be >= 10 levels under you (Easier than default >= 25 levels under) and 100 means they have to be >= 100 levels under you (Effectively turned off, unless you use a mod that increases levels past 100.) Edited Friday at 01:53 AM by dkatryl
dkatryl Posted Friday at 10:10 PM Author Posted Friday at 10:10 PM (edited) Added in the adjustable level deviation, and nothing has broken since yesterday and a random windows update restart. So, gonna spend tonight and a good part of tomorrow just banging it around, trying to break it, look for wonky edge cases. If I don't discover any (that can't just be resolved in a few minutes) then I'll start packaging things up to push the update after that. I'll add the Russian/German translations as follow up 1.0.#.a, b, etc as they come in. Don't feel like holding up the update for those. [Edit]Found a few minor things as I was testing tonight. Nothing game breaking, just stuff that needed to be cleaned up before release: forgot to set an Alias in the new function so it never updated and showed the proper target's name in the messages in the upper left. every third or so test of running into a big bandit fort with Triss and letting her to all the work, sometimes they would just re-aggro on her and her alone, and she was needing to resubmit them over and over. Improved the temp _SLSubmitFaction they get assigned to help prevent them from re-aggroing on the player or their followers by forcing them to neutral, and that seemed to fix that issue. I've reloaded to that camp multiple times now, and it hasn't happened since. For some reason, the "Cower" effect isn't playing after they've been submitted, so I'm looking into what is missing there. This is a minor cosmetic thing, but I don't like when things don't work as expected! That was a derp. Was missing a temporary Faction check. Now it works. Updated the FOMOD to include the option for the Triss plugin directly, and will do a dependency check to make sure the necessary TrissMerigoldW3.esp is installed. Removes need for a separate download to keep track of. The "Bandit Submits!" message was getting spammy if they had a DoT on them, like after being set on fire, so added a temp Faction check so reduce the spam significantly. (A really long lasting DoT may re-trigger the auto submit success, but that's because they keep taking damage, so that would be expected.) For the Auto Submit Attempts, whether magical or physical, I don't display the failed attempts, either for being an invalid target, health > 50%, or simply failing the check once they are <= 50%, because other wise that would be SOOO much spam that it would be useless information. As a result, only the initial successful check will be seen, which may look like it's really easy now, but that's also because 1) You don't see the failures beforehand, 2) Their health is already <= 50%, which is going to drastically increase your chances, unless your health was *also* low. Derped on the Level Deviation adjustment slider, and the text would get borked after changing the value from the default of 25. Fixed. Derped and forgot to do the ActorTypeNPC type conditions on the Level Deviation stuff, so was triggering on creatures. Fixed. Removed the SetProtected(True) from Shout/Grapple/Ambush, as it should become unnecessary with the new system. It will still be there for NPCs being turned in for bounties, so they don't get killed by wolves or something stupid while trying to turn them in. Did similar from above and made _SLSubmitBountyFaction also neutral to Player and Followers. Should help prevent Bounties following you from inadvertently getting the aggro dot because of reasons. Gonna add an adjustable health % for the Auto Submit checks to begin, between 10-50%, with trying 25% as the default. Today's testing will let me know if 25% hits the sweet spot with not feeling like it makes them auto submit too soon, but still have enough life where they aren't just getting killed. Edited 23 hours ago by dkatryl 3
dkatryl Posted 23 hours ago Author Posted 23 hours ago (edited) Most Recent Changes v1.1.0 - (15AUG26) Removed _SLSubmit Vampire spell and effect. Player surrender script now just uses the standard game DiseaseSanguinareVampiris. Removed Brawling! and Not Brawling! notifications, as it didn't serve a necessary purpose anymore and was prone to spamming. Changed Kill() to KillEssential() when executing a submitted NPC via death by feeding as a vamp to avoid Protected NPCs surviving. Changed Non-Sentient in Creature support to simply being !Sentient() and !ActorTypeNPC as a catch-all. This allows for custom creature support. *New MCM Option* NPC Auto Submit - New feature allows for automatically attempting a Submit with the same success chance as the Shout. It can only begin to trigger once their life is <= [Auto NPC Submit Health %] and only for valid NPCs, like the Shout/Grapple/etc. It works on any physical or magical attack, and also works for both the Player and Followers. As the Follower support is handled via a hidden cloak, there is no limit on how many Followers this will support, but the range is set to 250 units. *New MCM Option* Auto NPC Submit Health % - This determines the <= threshold for the NPC Auto Submit to start attempting to trigger on an NPC. The default setting is 25%, but can be set between 10-50%. *New MCM Option* Submit Auto Success - This is to allow significantly weak enemies (that might otherwise get one shot) to automatically submit to any Shout/Grapple/Ambush/or the new NPC Auto Submit. It is simply based on a Level Deviation between the Player and the NPC, where if they are # levels under the Player, it will be an automatic success. The default setting is 25, but can be set between 10-100. (Understand, 10 means it will auto succeed even if they are only 10 levels under the Player, so that will make the game even easier. Increasing it to 100 would require a level 101 Player to work on a level 1 NPC.) Due to the expanding MCM Menu, I felt it was time to break it up into 3 pages: General Options, Player As Victor Options, & Player As Victim Options. Unfortunately, this change is likely to not immediately take place on existing saves. The solution is to simply disable Submit in your mod manager, load your save, do a clean save, re-enable Submit, reload one more time, and then you should see the menu properly. You will then need to reset your settings, so note them down before hand if need be. After that, you should be good, and I don't see any new pages being added in the future. This only affects existing saves. New games will start just fine. Updated the FOMOD to include the option for the Triss plugin directly, and will do a dependency check to make sure the necessary TrissMerigoldW3.esp is installed. Removes need to keep track of a separate download. (Nothing has changed in plugin other than required property updated for the scripts attached to the shared Quest.) Enjoy! Now I'm gonna disappear for the rest of the evening and actually play! I'll check in tomorrow for the (inevitable) bug reports. Edited 23 hours ago by dkatryl 3
dkatryl Posted 18 hours ago Author Posted 18 hours ago (edited) Well, I mean, I *am* playing the game, like I said I was, but as I'm working through the Companion's quest chain, and I'm finding myself a little shaggier than normal, this the first time I've tried to use any of Submit as a Werewolf. And I'm discovering that the Werewolf Shout effect seems to just go right through the NPC with zero effect. But if I tweak the controlling script and use *that* version of the shout as a regular ActorTypeNPC race, it works just fine. So something is wonky right now in Werewolf form, so I'm looking into it. I *suspect* there might be a similar issue with Vampire Lord form? I'll check that out once I get a solution to the Werewolf first. [Edit] Yep, seems that an 'Aimed' spell effect from a Werewolf fails? But a Contact works. Huh. Man, I don't remember that from 12 years ago when I first did this. Weird. But I'll keep looking into it, see what I can do. Might just change it so you take a paw swipe and be done with it. [Edit2] Seems it wasn't so much that it was 'Aimed', as the type of effect was a 'Stagger'. I tried changing it to one aptly called 'Werewolf', and now it seems to function as expected, along with the Shout from before. It's super late, so I'll play with it some more tomorrow, and if it seems stable, I'll look at the Vampire Lord as well, see if that needs any tweaks. Once they both appear stable and cooperate with the new NPC Auto Submit feature and aren't trying to fight each other, I'll update in a few days. Edited 14 hours ago by dkatryl 1
tyty2244 Posted 13 hours ago Posted 13 hours ago 5 hours ago, dkatryl said: Well, I mean, I *am* playing the game, like I said I was, but as I'm working through the Companion's quest chain, and I'm finding myself a little shaggier than normal, this the first time I've tried to use any of Submit as a Werewolf. And I'm discovering that the Werewolf Shout effect seems to just go right through the NPC with zero effect. But if I tweak the controlling script and use *that* version of the shout as a regular ActorTypeNPC race, it works just fine. So something is wonky right now in Werewolf form, so I'm looking into it. I *suspect* there might be a similar issue with Vampire Lord form? I'll check that out once I get a solution to the Werewolf first. [Edit] Yep, seems that an 'Aimed' spell effect from a Werewolf fails? But a Contact works. Huh. Man, I don't remember that from 12 years ago when I first did this. Weird. But I'll keep looking into it, see what I can do. Might just change it so you take a paw swipe and be done with it. [Edit2] Seems it wasn't so much that it was 'Aimed', as the type of effect was a 'Stagger'. I tried changing it to one aptly called 'Werewolf', and now it seems to function as expected, along with the Shout from before. It's super late, so I'll play with it some more tomorrow, and if it seems stable, I'll look at the Vampire Lord as well, see if that needs any tweaks. Once they both appear stable and cooperate with the new NPC Auto Submit feature and aren't trying to fight each other, I'll update in a few days. Cool. I always had trouble getting female bandits to surrender in werewolf form when I played with SexLab Defeat. I had to reload my save like 20 times to deal enough damage and make woman surrender. I'll see how it works in Submit.
hannebambel_bembel Posted 8 hours ago Posted 8 hours ago On 8/9/2026 at 5:23 AM, dkatryl said: 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: Reveal hidden contents 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!) Thanks alot for the indepth feedback above and the new updated version of course too. 01. I did a bit of testing and i think you're on spot regarding my H2H mod. Currently I am using Bruiser (which I like verymuch, it has all I wanted from an unarmed mod ). I put a torch in my hand and suddenly the the message spam immediately stopped. 02. Also with my "problem" with Ava you hit the nail on the head. After selecting the option in the MCM, the animation played. === I installed the new version today and have just a question if I can safely let Vokrii win the following conflict:
dkatryl Posted 8 hours ago Author Posted 8 hours ago 4 hours ago, tyty2244 said: Cool. I always had trouble getting female bandits to surrender in werewolf form when I played with SexLab Defeat. I had to reload my save like 20 times to deal enough damage and make woman surrender. I'll see how it works in Submit. Well, based on what I was seeing last night, the new NPC Auto Submit feature works perfectly fine, because it just knows they dropped under X% health, then something hit them, and they drop to Bleedout as they Submit. But, because Beast Form can't initiate dialog like normal, it can't just use that, and needs something extra. That is why the Shout/Grapple is intended to just auto triggers sex when either a Werewolf/Vampire Lord. But based on my experience last night, it wasn't acting quite right. So I'll fiddle with it, and get it all to work together.
dkatryl Posted 8 hours ago Author Posted 8 hours ago (edited) 17 minutes ago, hannebambel_bembel said: Thanks alot for the indepth feedback above and the new updated version of course too. 01. I did a bit of testing and i think you're on spot regarding my H2H mod. Currently I am using Bruiser (which I like verymuch, it has all I wanted from an unarmed mod ). I put a torch in my hand and suddenly the the message spam immediately stopped. 02. Also with my "problem" with Ava you hit the nail on the head. After selecting the option in the MCM, the animation played. === I installed the new version today and have just a question if I can safely let Vokrii win the following conflict: Good to hear the issues were resolved. As to your question, I'm gonna say... Yes? 🧐 But more importantly: Dafuq?! I've stated multiple times there should be no inherent conflicts with other mods (Outside of possibly redundant functions, like Defeat/etc) because all of my files are custom (They all start with _SLSubmit####) and I edit nothing from the base game files. So, wtf is that random one? Lol. Guess I need to go look at why that has been edited and then prune that, because I don't believe it should be there at all. [Edit]Sure enough, that random spell was modified for... reasons? Not only is it not related to Submit in anyway, but it isn't even a modification that *I* would be using in my personal play through at all. Crazy! It's now been pruned and will be removed with the update to resolved Beast Form interactions. Edited 8 hours ago by dkatryl
tyty2244 Posted 8 hours ago Posted 8 hours ago (edited) 23 minutes ago, dkatryl said: Well, based on what I was seeing last night, the new NPC Auto Submit feature works perfectly fine, because it just knows they dropped under X% health, then something hit them, and they drop to Bleedout as they Submit. But, because Beast Form can't initiate dialog like normal, it can't just use that, and needs something extra. That is why the Shout/Grapple is intended to just auto triggers sex when either a Werewolf/Vampire Lord. But based on my experience last night, it wasn't acting quite right. So I'll fiddle with it, and get it all to work together. In werewolf form, the dialogue will only trigger if a mod like "Werewolf Loot" or "Simple Werewolf QoL" is installed. I used "Werewolf Loot" back in the old days when I was playing Skyrim LE, and in werewolf form, I had fun with everything that moved. Edited 8 hours ago by tyty2244 .
dkatryl Posted 7 hours ago Author Posted 7 hours ago (edited) Well, a side benefit of needing to fiddle around with the Beast Form interactions is that I stumbled across a method that will help both the 'Grapple' mode, but more importantly, the Ambush feature! Before, you had to be so close up behind someone, since it was set to 'Contact', that it wasn't uncommon to bump into and alert them. I changed it to 'Target Actor', so now it's anyone that your crosshairs are aimed at. Added a GetDistance < # check so you to still be 'close', but not stumbling into them close. Will play with different values to find what feels a comfortable range. Something like 5-10'? [Edit]After a bit of testing, it looks like 5' is the sweet spot. That should be the same point where the 'Pickpocket' interaction will appear, since Ambush is only in sneak mode. That should solve the distance issue nicely. Edited 5 hours ago by dkatryl
dkatryl Posted 7 hours ago Author Posted 7 hours ago 49 minutes ago, tyty2244 said: In werewolf form, the dialogue will only trigger if a mod like "Werewolf Loot" or "Simple Werewolf QoL" is installed. I used "Werewolf Loot" back in the old days when I was playing Skyrim LE, and in werewolf form, I had fun with everything that moved. Yep, I am aware there are some mods that do this. I haven't decided the direction I plan to take to resolve this, but implementing a similar thing is not off the table.
dkatryl Posted 2 hours ago Author Posted 2 hours ago (edited) Well, in the process of beginning to look into the Beast Form issues, I ended up taking a fresh look at the 'Grapple' feature. I was never 100% satisfied with it, it always felt a bit clunkier than I wanted, with needing to sheath/unequip whatever you were using to get to a universal state no matter, play an H2H kill move animation, that sometimes wouldn't play, due to positioning of the two actors, abort it before it ran the course so it didn't actually *kill* the target, then re-equip whatever the player previously had, etc. What I always *wanted* was for it to simply use the Bash animation as a way to non-lethally subdue them in combat, but I always had issues with it, not to mention what do you do with people that were using spells, bows, etc. Well, fiddling around with things, I figured it out. So, upon success, any equipped melee weapon/shield/bow/etc will trigger a Bash animation, and if you have a spell equipped in your right hand, it will just do a quick cast of that spell in their face. I also found a way to add a very short duration reduction of melee and physical damage to 0, so accidentally killing them by the spell or even the bash shouldn't be an issue. This should help things remain more fluid if used in the middle of a big scrum compared to the original version. Also, as a result, maybe I should change the MCM Option name from 'Grapple' to 'Subdue' or something, since you're not actually grabbing or grappling the target anymore. Or just call it 'Smack', since that's what the spell/magiceffect/scripts are called. lol Edited 2 hours ago by dkatryl
dkatryl Posted 2 hours ago Author Posted 2 hours ago Patch Notes WIP crAtronachFlameFlames was erroneously modified when it had no reason by Submit. Deleted the reference from the mod. Submit Grapple function rewritten to be less clunky. Will now simply play a bash animation if weapons/shield are equipped, will cast equipped spell if RH has a spell/staff instead. Renamed Grapple to Subdue/Smack. (Undecided which) Werewolf Shout revamp to work with the new NPC Auto Submit feature. WIP. Vampire Lord will be looked at after finishing the Werewolf revamp.
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