dkatryl Posted Wednesday at 01:28 AM Author Posted Wednesday at 01:28 AM Was busy last few nights, not as much time to tinker with the mod as I would have liked, but I did finish cleaning up the revamped 'Grapple'. Submit Grapple function rewritten to be less clunky. Will now simply play a bash animation if weapons/shield/bow are equipped. Will 'cast' equipped spell if RH has a spell instead. If a staff is equipped in the RH, it will cast the spell in the LH. If a staff is equipped in the RH, and no spell in the LH, it will cast a custom 'spell' to give a visual effect. In all cases, Player physical/magical damage will be briefly set to 0 to avoid killing the NPC. I think it is much cleaner now, especially now that it uses Target Actor instead of Contact. Triggers far more reliably than the old method. And the scene I feel is also much better than the original, being either a quick bash if a weapon is equipped, or a quick spell to the face if a spell/staff is equipped. Tomorrow I'll get back on the Werewolf (And Vampire Lord if need be) and making sure that plays nicely with the new NPC Auto Submit feature from the recent update.
Billbilliard Posted Wednesday at 01:53 AM Posted Wednesday at 01:53 AM 31 minutes ago, dkatryl said: Do consensual speechcraft scenes work? Just to confirm that your Framework is working. If it is, and the Player is the victor, similar checks as before, regarding MCM options to allow rape in general, as well as appropriate animations. Other than that, make sure the correct sexual preferences are checked, and obviously you have valid pairings for your animations (Plenty of Hetero, not so many MM, for instance.) When the Player is the victim, I override pairing checks to force the player into the 'female' role and the NPC into a 'futa' role. (Females will just wear strapons). I don't do the same for the player as the victor, because I don't want to override them when *they* are supposed to be in control of the scene. ya so heres the interesting thing. Works ok when initiated through submit and speechcraft dialogue, scenes play out normal. It's only the auto combat portion that wont fire up
dkatryl Posted Wednesday at 03:59 AM Author Posted Wednesday at 03:59 AM Oh, the auto combat doesn't auto initiate anything. It's just a way to auto-submit them without needing to use the hotkey. Once they hit the bleedout, you still initiate stuff via the "Submit or die!" dialog. The only thing that can potentially auto-initiate is the Ambush (Cuz stealth, so no dialog without leaving stealth and alerting others) and Beast Form (Werewolves/Vampire Lords). With Beast Form potentially being broken at the moment, which is something I'm currently looking into.
Scarvoice Posted Wednesday at 08:46 PM Posted Wednesday at 08:46 PM i haven't updated to the latest version yet, still on version 1.0.4 so i was wondering, does the new version fixed the speechcraft dialogue? i find that when the dialogue option is disabled, it does just that, except for jarls, their dialogue persist.
dkatryl Posted Wednesday at 09:24 PM Author Posted Wednesday at 09:24 PM 31 minutes ago, Scarvoice said: i haven't updated to the latest version yet, still on version 1.0.4 so i was wondering, does the new version fixed the speechcraft dialogue? i find that when the dialogue option is disabled, it does just that, except for jarls, their dialogue persist. I wasn't aware that was an issue. Oh, it's just missing a condition: I updated it now. It will be part of the 1.1.1 update (Once I figure out what's going on with the Werewolf Beast Form ignoring events.)
dkatryl Posted Wednesday at 10:14 PM Author Posted Wednesday at 10:14 PM (edited) And on the subject of the Werewolf Beast Form, I am at a loss as to why the stupid thing just full on ignores the NPC. If I tweak the scripts so that the regular race Player uses the Werewolf's magic effect, works perfectly. Soon as I go into Werewolf form, it goes right through the NPC, and nothing happens. I guess I need to go get my old LE Skyrim running and see if it did that there to, because I remember it working just fine. 🤔 So much of my time on this mod devolves to "Why isn't this working like every bit of online resource says it should!"... 😒 [Edit]Used the console to become a Vampire Lord, seems it also just goes right through the NPC. So neither 'Beast Form' works properly, which I guess that means they're consistent. And any solution for one will probably be good for the other. Just don't know *why* it isn't working. [Edit]Got it to at least trigger the Werewolf sex against an NPC, but I'm rotating with the camera like when you have a weapon/spell out for combat. So still stuff to fiddle with, but I can at least trigger the scene. One small step closer... 🙄 Edited Thursday at 02:02 AM by dkatryl
Ratinira1 Posted Thursday at 07:41 PM Posted Thursday at 07:41 PM Hi, being bound after submitting and rape is from this mod, right? is there a way to switch off that "great" mechanics? Or at least give hints what to do with is... Because I have no idea what to do when bound. There are no hotkeys asigned, no explanation, nothing is working, my characters is just on the ground bound. Maybe it may suddenly became free for I dont know what reason. Or maybe I became tired of waiting and reload from last save. I really like that mod, but this is making it barely playadle (or something is bugge for me. idk)
Speedyshimrok Posted Thursday at 08:30 PM Posted Thursday at 08:30 PM Tweaking question. Where would I look in the mod so for aggressor scenes it can pull from "femdom" or "cowgirl" tags? F(agg) M(victim) only pulls from a select few aggressive scenes so looking to expand the list. Also, not sure if oversight on the tags, but lesbian ones do not trigger at all on F(agg) F(vict) I have a follow up mod that auto changes fem to male (just for actor roles, not permanent), this works with NPC(agg) v Player (victim) but not the other way around. Cheers and keep up the great work.
dkatryl Posted Thursday at 08:53 PM Author Posted Thursday at 08:53 PM 1 hour ago, Ratinira1 said: Hi, being bound after submitting and rape is from this mod, right? is there a way to switch off that "great" mechanics? Or at least give hints what to do with is... Because I have no idea what to do when bound. There are no hotkeys asigned, no explanation, nothing is working, my characters is just on the ground bound. Maybe it may suddenly became free for I dont know what reason. Or maybe I became tired of waiting and reload from last save. I really like that mod, but this is making it barely playadle (or something is bugge for me. idk) In the MCM, if you mouse over the Player Submit option under the Player as Victim section, it describes what happens. Pre-1.1.0 you have to scroll down. 1.1.0 onward, I broke them up into 3 pages for easier navigation. The hotkey to escape is the same hotkey that the rest of the mod uses, as it is context dependent. (Ambush/Shout/Escape/etc) To minimize that portion, I would recommend turning off Multiple Assaults Active & Hardcore Escape Active. I would also set the Binding Difficulty to 1.
dkatryl Posted Thursday at 08:59 PM Author Posted Thursday at 08:59 PM 23 minutes ago, Speedyshimrok said: Tweaking question. Where would I look in the mod so for aggressor scenes it can pull from "femdom" or "cowgirl" tags? F(agg) M(victim) only pulls from a select few aggressive scenes so looking to expand the list. Also, not sure if oversight on the tags, but lesbian ones do not trigger at all on F(agg) F(vict) I have a follow up mod that auto changes fem to male (just for actor roles, not permanent), this works with NPC(agg) v Player (victim) but not the other way around. Cheers and keep up the great work. 100% of sex scenes (consensual and non-con, and player as aggressor or victim) are handled in the _slsubmitsexscene script. Keep in mind, this is the only script that has two versions, depending on if you are running OG SL or SLP+ (Like me.) And yeah, I was aware that femdom, and especially F/F, were very rare, so that is why by default, I set up the NPC dominant scenes with them set to "Futa" and the player set to "Female". That way male players can get pegged! (But really I didn't feel like trying to come up with every conceivable variation, especially for a section that I don't even use myself.) 1
Speedyshimrok Posted Thursday at 10:10 PM Posted Thursday at 10:10 PM 1 hour ago, dkatryl said: 100% of sex scenes (consensual and non-con, and player as aggressor or victim) are handled in the _slsubmitsexscene script. Keep in mind, this is the only script that has two versions, depending on if you are running OG SL or SLP+ (Like me.) And yeah, I was aware that femdom, and especially F/F, were very rare, so that is why by default, I set up the NPC dominant scenes with them set to "Futa" and the player set to "Female". That way male players can get pegged! (But really I didn't feel like trying to come up with every conceivable variation, especially for a section that I don't even use myself.) Thank you for the quick response back. Regarding the Futa tag, it follows that they trigger appropriately; I use the "Magic Portal Dicks" mod that alters the strap on list so its a soft futa style but still works functionally. I also use the SLP+ version so I will peak under the hood to see about adding more tags to the process. Thank you again and keep up the solid stuff.
dkatryl Posted Friday at 12:02 AM Author Posted Friday at 12:02 AM (edited) 1 hour ago, Speedyshimrok said: Thank you for the quick response back. Regarding the Futa tag, it follows that they trigger appropriately; I use the "Magic Portal Dicks" mod that alters the strap on list so its a soft futa style but still works functionally. I also use the SLP+ version so I will peak under the hood to see about adding more tags to the process. Thank you again and keep up the solid stuff. Given you are looking at NPC dominant ones in particular, you will want to look here mostly: Spoiler 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 Start with removing the -Femdom to re-allow them. The chief reason I did that was because there were times when it would get confused and have the female Player do a Femdom against what *should* have been the male dominant NPC. And it was becoming more of a hassle than I cared to deal with. Edited Friday at 12:02 AM by dkatryl 1
danki1 Posted Friday at 06:07 AM Posted Friday at 06:07 AM Hi, is it possible to make it so that after a defeat, no animations of weapon withdrawal or attacks are triggered, but just a scene is triggered?
Ratinira1 Posted Friday at 03:22 PM Posted Friday at 03:22 PM 18 hours ago, dkatryl said: In the MCM, if you mouse over the Player Submit option under the Player as Victim section, it describes what happens. Pre-1.1.0 you have to scroll down. 1.1.0 onward, I broke them up into 3 pages for easier navigation. The hotkey to escape is the same hotkey that the rest of the mod uses, as it is context dependent. (Ambush/Shout/Escape/etc) To minimize that portion, I would recommend turning off Multiple Assaults Active & Hardcore Escape Active. I would also set the Binding Difficulty to 1. Thank you for the answer) spamming hotkey worked (unless it triggers another submition)) Guessing that the key I need to spam is the key called "Submit" with the description "for Thu`um/ambush/surrender" was rather counterintuitive for me) (I did pressed it when pressing all buttons on my keyboard, but it just triggered either another submit attempt or just did nothing, didn`t thought to press it multiple times)
dkatryl Posted Friday at 08:51 PM Author Posted Friday at 08:51 PM 14 hours ago, danki1 said: Hi, is it possible to make it so that after a defeat, no animations of weapon withdrawal or attacks are triggered, but just a scene is triggered? I have plans to revisit some of the scene setup stuff, both for the player as Victor and Victim, but not in the immediate future. If you want to change it yourself in the meantime, _SLSubmitScene script, look for: Function PlayerSurrender(Actor Victim, Actor Victor, Actor Victor2) And go to town. 1
dkatryl Posted Friday at 08:54 PM Author Posted Friday at 08:54 PM 5 hours ago, Ratinira1 said: Thank you for the answer) spamming hotkey worked (unless it triggers another submition)) Guessing that the key I need to spam is the key called "Submit" with the description "for Thu`um/ambush/surrender" was rather counterintuitive for me) (I did pressed it when pressing all buttons on my keyboard, but it just triggered either another submit attempt or just did nothing, didn`t thought to press it multiple times) Yep, outside of anything Speech related, which will be normal NPC Interactions, everything in Submit is handled via the singular Hotkey, where the actual function is context dependent for simplicity.
dkatryl Posted Friday at 09:42 PM Author Posted Friday at 09:42 PM (edited) Okay, back to Beast Form shenanigans. The irony is that, due to the game engine wanting to disable spell effects from working when in Werewolf form, it was easier to just make use of the new NPC Auto Submit feature, and have it passively "on" at all time, but only functioning fully when the MCM option is turned on. But in the event that Beast Form creatures (Werewolf and Vampire Lords) do *their* thing, it can be used to trigger the scene. Still have this weird camera bug that rotates the player mid sex animation, and then when the scene has concluded, basically clipping through walls. I'm not sure if that is a SLP+ issue with Werewolves or my mod. I know there was an update released recently specifically about the Player clipping through walls if you do a quick load in the middle of the scene until you close/relaunch Skyrim. Guess I'll install the update and rule out a Framework issue or not. [Edit]It appears it was a Framework issue after all. Updating from SLP+ 17.1 to 18.1 fixed the spinning in circles during the scene, and the clipping through walls after the scene. Also the "quick loading mid-scene doesn't break the player state, forever clipping until you restart the game" The only thing not quite right at the moment is the camera only pans up and down as a werewolf, won't pan left or right to circle around me the way it does when I'm default race. I'll look into it a bit more to make sure that's a Framework issue and not something related to how I'm setting up the scene. Edited Saturday at 12:39 AM by dkatryl
dkatryl Posted Saturday at 06:31 AM Author Posted Saturday at 06:31 AM I'm still seeing the issue where the camera's horizontal movement is locked during sex animations as a Werewolf, but it doesn't seem to be an issue as a Vampire Lord. I think it's either a Framework issue or something else, but I'm not thinking it's a Submit issue. But other than the camera not rotating, getting into the scenes seems to be consistent. Satisfied with the change I made to the Werewolf trigger. Instead of the 'Shout' clone it used to use, it will now trigger a Backhand animation, which given the melee only approach of the Werewolf, seemed more fitting. This should also greatly cut down on more than one NPC being hit at once. The Vampire Lord is almost there. Melee mode was simple, but Spell mode is never as easy, because making them do casting animations is so much trickier. Still fiddling with different options, but I think I've settled on something I'm satisfied with.
lovalter Posted Saturday at 03:53 PM Posted Saturday at 03:53 PM Do you happen to have some screenshots or a short video of a defeat?
dkatryl Posted Saturday at 06:26 PM Author Posted Saturday at 06:26 PM (edited) 3 hours ago, lovalter said: Do you happen to have some screenshots or a short video of a defeatSubmit? Lol, sorry, couldn't resist! 😁 I don't have any screenshots or videos, but either way, that is vaguely worded. With the player as the victor or victim? The player as a Werewolf/Vampire Lord, or regular race? Which reminds me, I never thought about what happens if the player is the victim while they were currently in either Beast Form. Not too many animations where the *Beast* is the submissive in a forced scene. I guess the most obvious thing is to have them revert forms back to baseline race and then let it play like normal. [Edit]Actually, I *DID* think of that ~12 years ago, and I just have the player be killed if they are in either Beast Form. However, I just learned how to revert either form, and it was super easy, so I'll just do that, so instead they can just surrender, revert back to normal, bandits or whatever have their way, they are tied up, then once free, they can resume Beast Form and continue. Much better! Edited Saturday at 06:55 PM by dkatryl
lovalter Posted Saturday at 07:42 PM Posted Saturday at 07:42 PM 1 hour ago, dkatryl said: Lol, sorry, couldn't resist! 😁 I don't have any screenshots or videos, but either way, that is vaguely worded. With the player as the victor or victim? The player as a Werewolf/Vampire Lord, or regular race? well, why not all? 😊 It sounds cool but I'd just like to see it in action before overhauling my setup
dkatryl Posted Saturday at 11:28 PM Author Posted Saturday at 11:28 PM (edited) Because it's pretty lightweight, and modifies no existing files. (Other than a few erroneously that will be corrected in the next update I am currently working on) Just make a hard save, install it, then go run into a random bandit camp and either beat them down or let them beat you down. Or both, I won't judge. And that's just the combat part. For the rest, go visit town and chat up your favorite NPC and get all up in their business. Just don't let a guard catch you, you filthy pervert! If you like it, great. If not, just remove it and go back to your hard save. Edited Saturday at 11:29 PM by dkatryl
dkatryl Posted Saturday at 11:44 PM Author Posted Saturday at 11:44 PM Okay, manually surrendering as a Werewolf/Vampire Lord, or having the Auto Surrender because your health fell under a certain threshold work as expected now Both will trigger the surrender, and you'll revert back to your normal race form. There is a bit of a delay due to the reverting, nothing I can do about that, as that is the engine and the Werewolf/Vampire quest stages doing their required stuff, so don't be surprised if there is about ~4-5 seconds of everyone just standing there. But then you'll put your hands up to surrender, and everything from that point on will play out like normal. The only thing that I still don't have a solution for yet is death-proofing Beast Forms. Neither one has a "Bleedout" state, and they just rag-doll to the ground. Rag-dolling breaks the death-proofing, something I even wrote into the MCM description back in the LE version ~12 years ago, and part hasn't changed. If I can't find a nice and clean solution, I may just have to set an automatic health threshold to auto surrender if 'death proofing' is turned on, at like, I don't know, <= 10% or something, to try and give enough of a buffer. Won't stop massive hit damage from killing you, but at least it'd be something.
dkatryl Posted yesterday at 06:13 AM Author Posted yesterday at 06:13 AM (edited) I spent the evening mostly cleaning up the surrendering stuff. I decided to change up the beat down scene NPCs would do on the player when they surrender, and instead just use the updated Bash style subdue attack that the revamped Grapple (Name change pending?) now uses. This means the enemy NPC no longer sheathes/unsheathes their weapons 2-3 times per lead in. (Unless they are an NPC Vampire, because they will still do their original 'Feed' attack) They should now remain hostile looking until they are completely done with you, and you are left bound. Then they will relax and go about their merry way, with your gold (and possible gear!) in their pockets. With that cleaned up, now it's back to trying to figure out what to do with the death-proofing part with Beast Races, and if there is any feasible work around short of hard triggering a surrender at <= 10% or so. [Edit]Death-Proofing for Beast Forms works just fine after all. The problem was the 'Brawling' check, which turns the Protected status off so you could 'lose' a Brawl, was getting confused because Werewolves and Vampire Lords don't equip weapons, so they were being treated as Brawling, and was turning off the Protected status. I commented those checks out, and suddenly, Death-Proofing for them worked perfectly, allowing them to revert back and surrender normally. That means the last thing I was working on is now resolved. I just need to decide what I'm going to do with Brawling, but those are so niche, I may just say fuck it, just manually turn off death proofing if you're brawling in town. Other than that, I'm gonna take tomorrow to double check that I removed all of my debug.notifications in various scripts for testing and whatnot, and hopefully didn't overlook something obvious and stupid, and if nothing comes up, I'll be looking to update sometime Sunday afternoon/evening. Upcoming Patch Notes (WIP): crAtronachFlameFlames was erroneously modified when it had no reason by Submit. Deleted the reference from the mod. Discovered a couple default animations (like Power Bash) that were erroneously edited when making Submit versions. These edited ones have been removed from the mod to avoid unintended conflicts. Submit Ambush & GrappleSubdue changed from Contact to Target Actor with a Distance of <= 5. This means the cursor just needs to be pointing at them and within 5'. This will be much more forgiving for positioning than the very restrictive 'Contact'. (5' is roughly Pickpocket distance.) Submit GrappleSubdue function rewritten to be less clunky. Will now simply play a bash animation if weapons/shield/bow are equipped. Will 'cast' equipped spell if RH has a spell instead. If a staff is equipped in the RH, it will cast the spell in the LH. If a staff is equipped in the RH, and no spell in the LH, it will cast a custom 'spell' to give a visual effect. In all cases, Player physical/magical damage will be briefly set to 0 to avoid killing the NPC. Renamed Grapple to Subdue. Submit Ambush also cleaned up a bit to be less clunky, no longer swapping out weapons and such before it plays the 'Choke' animation. Werewolf Shout removed. Replaced with a close quarters attack (Visually will use the 'Backhand' animation.) Like the Subdue option, damage will be briefly set to 0 to avoid killing the NPC from the Backhand. Vampire Lord Shout was changed to only work in 'Casting' Mode, and the projectile was shortened to only 250' from the default 1000'. In 'Melee' Mode, it will now use the Right Hand Power Attack to be close quarters. Like the Subdue option, damage will be briefly set to 0 to avoid killing the NPC from the Backhand. Functionally both the Werewolf and Vampire Lord 'Submit Hotkey' abilities will work the same as before, they were just changed to be melee where it made more sense. In both cases, a successful submit from these will auto-initiate sex against the target if the MCM option to allow rape is turned on. In no cases will the NPC Auto Submit feature auto-initiate sex against any NPC. For the non Beast Form races, all sex is still initiated via dialog. For the Beast Form races, just use your Hotkey ability. Previously, Werewolf/Vampire Lords could not surrender, and losing to an NPC meant death and reloading. Now, both Werewolves and Vampire Lords can manually and auto-surrender just like non Beast Form races. Upon surrendering, the player will automatically revert back to their normal form, and from there, everything will play out like normal. Death-Proofing as Beast Forms works the same. It will auto revert back to base race, then continue to surrender like normal. Brawling with NPCs will no longer be checked with regards to the Protected status with Death Proofing, as that is a very niche thing, and you can just manually turn off Death Proofing in the MCM if/when you Brawl in town. This also allows mods that develop Unarmed Combat to continue to use the Death Proofing together. Initial Player Surrender Scene has also been rewritten to be less clunky. Instead of the NPC victor sheathing/unsheathing a couple of times to punch you in the face, they will keep their weapons out and just use their own version of the Subdue attack, bashing with physical weapons or a quick spell cast. Everything from the stripping of gear on is basically the same, with just some minor tweaks under the hood. Changed the Triss plugin to .ESL. (I doubt this will affect anyone but myself, but who knows! lol) Edited 22 hours ago by dkatryl
Ratinira1 Posted 22 hours ago Posted 22 hours ago (edited) After playing with that mod for several days I can say that for me dealing with creatures is a fest of randomness. If being defeated by creature (by autosurrender and 100% chance) there is a random chance of: 1. Creature will lost interest to my character and leave (or just be standing doing nothing) 2. Creature will continue attacking sending me to a loop of being down - hp refilled - rinse and repeat. 3. Mod will instakill me 4. Scene will work as intended Slider about creatures filter doesn't seems to change anything (I tried both 2 and 0) Mostly problems with creatures are with 4+ legges (wolves worked correctly once, sabercar also once, spiders occasionally work) Falmers work (unless do much damage with poison, then instakill) Draugrs work Giants dont work (by themselves animations exist and are working (for example Dangerous Nights can trigger creature animations without problem)) Also, death is not an reason for not having sex, so if enemy is killed last moment/by dots/by third party it doest prevent them from resurrecting for that mod mechanics. (But corpses don't have enjoyment meter (for sexlab p+) and with my settings for scene end on male orgasm scene cannot be ended except manually. It's not a big problem, but still) Then corpse will bind my character and die again:) Edited 22 hours ago by Ratinira1
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