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Posted (edited)
4 hours ago, Ratinira1 said:

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:) 

There's a reason that I originally specified which races were valid.  Because once you allow *anything* that doesn't fall under ActorNPC or ActorCreature that was specifally defined as "Sentient" (Draugr & Falmer for instance, are included in this list) then anything else that is ActorCreature is allowed.

 

Which would include custom Creature/Races.

Even if you don't have valid animations to support that pairing, which will become more likely once you start adding in custom races/creatures.

 

And I can say in my previous Creature testing, prior to opening up the "2" option to anything that moves, Wolves and such were very consistent.

 

I will take a look at the current setup (after I post the next update here in a moment) and see if there is an obvious fix to whatever is going on, but given that 1) I don't really even use the player surrender portion of the mod, and absolutely don't use the Creature portion, and 2) It was stable before I opened up the Non-Sentient Creatures, the resolution may be just going back to having them strictly defined to default Skyrim Creatures and not worry about custom ones.

 

[Edit]Prime example in my testing just now: Wolf Pups and Sabre Cubs.  Those are valid ActorCreature, but not valid for any animations.  So yeah, I see myself reverting back to how it was.  Looks like the Pups/Cubs used the default races.  And then when they got called to animate, they exploded to the full adult model, then back to the pup/cub.  lol.  Still, I see myself going back to the previously defined Non-Sentient list, because in "Skyrim Immersive Creatures" alone, there's mechanical dragons, lesser shoggoth, gehenoth, dwarven droid, and more.  So many things that probably have 0 animations that would have then been valid and would have started a scene only to fail.

 

[Edit]Similarly, I'm going to limit Creatures to couples animations only.  No threesome (or more), with Creatures, as that is getting more and more niche and I don't want to listen to "why do they just stand there?" when one can have a combination of different species, Creatures and NPCs, or just simply a pair of things without any installed animations for.  Multiple Creatures will just have to take a number, form a line, and wait their turn.

Edited by dkatryl
Posted

Most Recent Changes

v1.1.1 - (23AUG26)

  • 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)

 

Planned Upcoming Updates:

  • Tweak scene setup for both Player as Victor and Victim.  Currently, the robbing of the NPC/Player happens at the beginning, which makes the target fully naked, which doesn't allow for respecting any kind of undress options.  Will experiment with swapping the order, and having the robbing part happen *after* any sex.
  • It is very easy to trigger a melee animation via scripts, but casting animations are not as easy.  I used some workarounds in the v1.1.1 update, but I was fully satisfied with them.  I might have a way to implement this and have the casting animations play as intended, but I didn't want to delay the update while I fiddled with that, as it was purely cosmetic.
  • Look into the reported functionality of the Player surrendering to Creatures, in particular ones that are classified as "Non-Sentient", which currently is anything that isn't ActorNPC or certain strictly defined ActorCreatures.  If I can't find a stable solution, I will revert back to strictly defined ActorCreatures for both categories, and not worry about custom races.
  • Any other bugs that I discover in my own play or are reported here in the meantime.
Posted (edited)

Well, went out to find some random Creatures to submit to look into the reported behavior, and already realized I overlooked something in the timing of when the Calm effect was applied when the player surrenders in a big group.  🙄

 

Guess I'll be putting up 1.1.1a shortly once I make the change and test it.

 

Most Recent Changes

v1.1.1a - (23AUG26)

  • Reverted when the Calm effect was placed on hostile NPCs after surrendering.  Was trying to prevent them from sheathing/drawing weapons in the leadup scene, but was causing issues with initial revision.  Will revisit this part and try and come up with something cleaner that doesn't leave potentially hostile NPCs in the middle of the scene just to avoid a cosmetic scene hiccup.

 

Now back to Creature hunting to go get my poor test girl knocked up with puppies or something!

Edited by dkatryl
Posted (edited)

Upcoming Patch Notes (WIP)

  • New MCM Option - "ActorNPC 'Forced' Required Active" - Toggle this option on to require non-consensual scenes that involve only ActorNPC types to have 'Aggressive' (SexLab) or 'Forced' (SLP+) animation tags. This will apply for both the Player as the Victor and Victim.  (On by default)
  • New MCM Option - "ActorCreature 'Forced' Required Active" - Toggle this option on to require non-consensual scenes that involve only ActorNPC types to have 'Aggressive' (SexLab) or 'Forced' (SLP+) animation tags. This will apply for both the Player as the Victor and Victim.  This will also apply to the Player if they are in Werewolf or Vampire Lord Beast Form.  (Off by default)
  • There may still be Femdom/Lesbian/Gender restrictions, but these new MCM options should give greater animation choice.
  • Non-Sentient Creature checks reverted back to original default list of Skyrim Creature Races.  If anyone wants to add custom races to the list, they can modify "Function NonSentientNPC(Actor Target)" in _SLSubmitQuest script.
  • Player Surrender to ActorCreature now limited to single pair scenes.  If there are multiple Creatures, at the end of the scene, it will look for any in range that haven't gone yet, repeating until there are none left.  This is because I'm not doing a check to make sure a valid 3, 4, or 5 Creature animation exists, not to mention mixed Creature scenarios.
  • If you have a Follower, a second Creature will still go for them, including subsequent rounds if there are more left waiting.
  • Player Surrender to ActorNPC is largely the same.  A second NPC will split off for your Follower if you have one, otherwise, they will engage in a threesome with the Player.  (I'm not doing checks for 4 or 5)  The only major difference is I am no longer having the 'second NPC' have a second turn by themselves after the first round is finished.  However, like the ActorCreature, at the end of the scene, it will look for any in range that haven't gone yet, repeating until there are none left.
  • Player Surrender to ActorNPC's scene order has been modified.  Now, instead of robbing the player immediate before the sex, it will only strip what the Player has set in their Framework setting.  After the first round's scene is over, the primary NPC will kneel by the fallen Player and then steal their gear (if MCM option is turned on) and gold.
  • Discovered "!aggressive" tag was needed in order for SLP+ to consider the scene "Dominant" to use that Stripping settings, and the 'Forced' tag alone wasn't enough.  Now the scenes will respect the Stripping settings.  (Need to swap to OG SL and see if that has a similar issue.)
Edited by dkatryl

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