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Posted (edited)
On 8/23/2026 at 12:49 PM, 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:) 

***Revised in Post Below***

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)

Oh good lord.  I think I found out what was causing this random re-aggroing after the surrender scene ended.  I was doing an extra Surrender(), just trying to make sure the Calm effect was being applied, just in case there was a random one still aggro.

And *THAT* was making all of them re-aggro.  Removed that extra call, and no more aggro.

 

Well, derpy derp on that! 🙄

 

I'll make a v1.1.1b update here in a bit, to revert that so the player surrendering should be a bit more stable.  Won't include any of the patch notes in the previous post, those will be part of 1.1.2.  This is just a bug fix patch to tie things over for now.

 

Most Recent Changes

v1.1.1b - (24AUG26)

  • Reverted change to the script that runs at the end of the Player surrender scene when they are bound.  Was trying to re-fire the Calm effect just in case there were any still hostile stragglers, and that had the effect of removing *ALL* of the Calm effects!
Edited by dkatryl
Posted (edited)
On 8/23/2026 at 2:16 PM, dkatryl said:

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.

Upon review and some more time to investigate, believe I had reached some incorrect conclusions previously.  So after last night's work on the mod:

I didn't experience any issue with *animations* with any of the listed Creatures.  Wolves, Sabrecats, Giants, etc, they all worked fine.


There *was* an issue with the Calm effect not working as intended, and *that* was making the scenes inconsistent, in particular by re-aggroing immediately after.  But that was also true with NPCs.

I believe I have identified and resolved that issue with the current 1.1.1b, and I will be testing specifically for that stability before I release 1.1.2.

Just for clarity, the slider = 0 means *no* creatures.  Slider = 1 means Sentient Creatures only, which are going to mostly be bipedal.

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

As for Slider = 2, at the moment, in the 1.1.2 build I have reverted it back to the original defined list.  Once I confirm the Calm effect and everything else is working as intended, then I will look into opening it back up.

 

I will probably create an MCM option where by default off I have Slider = 2 be the strictly defined list of Vanilla Creatures so that most of the popular Creature animation packs will have *something* that will work for, but if toggled on an make Slider = 2 be any ActorCreature type that wasn't already defined by Slider = 1, allowing for custom race support (It will then be up to users to have those exotic animations.)

Additionally, in the sake of sacrificing complexity for stability, I am going to limit Creatures to Player + Creature couple animations only.  I'm not going to bother trying to account for threesome (or more) scenarios that would need animations to support all of the various creatures, especially if you take into account mixed creature scenarios.  That's just asking for more and more situations where nothing happens because it can't a valid animation.  Juice isn't worth the squeeze.  If you really want wolf threesomes or something, you can feel free to modify the _SLSubmitSexScene script, or grab another mod.

That said, multiple creatures *will* still have their turn.  It's just instead of a big ol' air-tight gang bang, they'll be forming a line and running a train on you! 

 

Oh yeah, last part from the previous post:  I don't really care about trying to account for the Player having a scene with dead NPCs.  Given that almost all of the scenes require you to initiate dialog with the NPC first, by definition they are probably going to be alive.  (Ambush/Werewolf/Vampire Lord are the only ones that automatically trigger sex after they Submit)

Edited by dkatryl
Posted (edited)

Working on this mod...

  • Spawned 6 bandits, surrendered to them.  During the opening beat down bash, one of them hit an adjacent one, making him aggro, but paused while the first pair (2/6) played a scene.  Then after it was done, while I was on the ground, the lead bandit knelt down and stole my gear.
  • Once they were done, the one that got hit, took a swing before the Calm effect triggered on him again.  That settled him back down, then the second pair (4/6) played a scene.
  • Once they were done, no more aggro issues (the bash is only on the very first round.  Same with stealing gear only after the first round).  The third pair (6/6) played a scene.
  • All 6 bandits had a turn, none were left that hadn't gone, so I went into the bound animation.  Everything worked as intended, except for that errant swing between 1st & 2nd pair.
  • Looked into why they didn't get calmed, realized I derped on the Cloak spell, and was only applying the spell from the cloak, which is a momentary pulse, instead of *CASTING* the spell.
  • Fixed Cloak setup so it properly cast the Calm spell.  Now they don't go aggro and take a swing mid scene... but not it won't queue up any pairs after the first.

Come on, Skyrim! lol  I think I know where the issue was, I just ran out of time last night before bed (0500 wake up for work comes around real early!)

 

[Edit]Looks like my theory on the cause was correct.  Now I spawned those same 6 bandits, then deliberately positioned them so the first guy would do friendly fire on his buddies, but the Calm worked, so no getting hit after the first pair.  Then I let it just go for 60sec until they got horny again, and it went through the whole thing again, as expected, no issues.

  1. So, spawned 6 bandits and surrendered.
  2. 2/6 scene
  3. 4/6 scene
  4. 6/6 scene
  5. Bound
  6. Got Freed.  They ignored me
  7. waited the 60sec grace period to 'run away'.  They re-aggro'd as designed, so surrendered a second time.
  8. 2/6 scene
  9. 4/6 scene
  10. 6/6 scene
  11. Bound
  12. Got Freed.  They ignore me

I would call that a successful test.  After dinner, I'm going to do the same, but this time, with Creatures, and I'm going to mix them up, different types, both 'Sentient' and 'Non-Sentient'.  They should basically do the same thing, run through every single one until they have all gone.  Only difference will be no threesomes for stability.

 

Once I determine that Creatures work as intended, I'm gonna look at Follower Support, and also revisit the flow of the Player as Victor scene.  (I.e., move the robbing part until *after* the sex part, similar to the Player as Victim is now)

I have to fly offshore this weekend for a few days for work, so it wouldn't surprise if 1.1.1 isn't ready until the following weekend, as I don't want to rush it and ship it with careless mistakes again.  🙄

 

[Edit2]Had some time before dinner.
Spawned 4 Draugr, they one by one did their scene, everything worked as expected.
Spawned 3 Frostspiders, they one by one did their scene, everything worked as expected.
Spawned 2 Frostspiders and 2 Draugr.  The spiders proved hornier, and they both went first, one by one, then the Draugr one by one.  Minor issue with stating the spider stole my gold (it didn't!), but the scenes themselves played out as expected.

So, Creatures look stable over all from this initial testing.  I will add the new MCM option regarding the fixed Non-Sentient race list vs a catch all tonight and test.

Edited by dkatryl
Posted (edited)

So, was preparing to add the MCM option that I had mentioned, regarding the Non-Sentient race, and it just dawned on me that there is an ActorTypeAnimal, ActorTypeDwarven, ActorTypeDragon, etc I can check, and just exclude those from Slider =1 ActorTypeCreature but *not* those other ones to limit it to Humanoids, and just make Slider = 2 ActorTypeCreature races that weren't in Slider 1.

So much easier than trying to list every damn race.  Should have done that 12+ years ago!  Derp!

 

So I can vastly simplify the checks, and also don't need a new MCM option.  Will just reword the existing Slider State descriptions.

Updated Creature checks:

bool Function IsHostileNPC(Actor Target)
	If (Target.HasKeyword(ActorTypeNPC) && !Target.IsDead() && !Target.IsGuard() && (Target.IsInFaction(BanditF) || Target.IsInFaction(BanditAllyF) || Target.IsInFaction(NecromancerF) || Target.IsInFaction(ForswornF) || Target.IsInFaction(WarlockF) || Target.IsInFaction(WarlockAllyF) || Target.IsInFaction(VampireF) || Target.IsInFaction(VampireThrallF) || (Target.GetBaseAV("Aggression") >= 1)))
		return True
	Else
		return False
	EndIf
EndFunction

bool Function IsHumanoid(Actor Target)
	If (_SLConfig.VictimRapeActive && !Target.IsDead() && !IsHostileNPC(Target) && (Target.HasKeyword(ActorTypeTroll) || Target.HasKeyword(Vampire) || Target.HasKeyword(DLC2ActorTypeMiraak) || (Target.HasKeyword(ActorTypeCreature) && !Target.HasKeyword(ActorTypeAnimal) && !Target.HasKeyword(ActorTypeDragon) && !Target.HasKeyword(ActorTypeDwarven) && !Target.HasKeyword(ActorTypeFamiliar) && !Target.HasKeyword(ActorTypeGhost) && !Target.GetRace() == DLC1DeathHoundCompanionRace && !Target.GetRace() == DLC1DeathHoundRace && !Target.GetRace() == DLC2dunKarstaagIceWraithRace && !Target.GetRace() == IceWraithRace && !Target.GetRace() == MagicAnomalyRace && !Target.GetRace() == SprigganSwarmRace && !Target.GetRace() == SwarmRace && !Target.GetRace() == WispRace && !Target.GetRace() == WispShadeRace && !Target.GetRace() == WitchlightRace)))
		return True
	Else
		return False
	EndIf
EndFunction

bool Function IsNonHumanoid(Actor Target)
	If (_SLConfig.VictimRapeActive && !Target.IsDead() && !IsHostileNPC(Target) && !IsHumanoid(Target) && Target.HasKeyword(ActorTypeCreature))
		return True
	Else
		return False
	EndIf
EndFunction

Slider = 0 = NPC Races Only
Slider = 1 = Humanoid Creatures & NPC Races

Slider = 2 = All Creatures and NPC Races

Edited by dkatryl
Posted

Follow up question for the followers faction.  For the brawl to become recruitable (100 gold to kick your ass Uthgerd/Benor) they are stuck in submit bleed out phase after you win and do not advance the dialogue to recruit them.  Its a simple enough fix to turn off the mod before initiating the brawl but I wonder if it is working as intended that way or just a bug?  Not a huge deal again as you can toggle it before beatdown but just brining it up is all.  Running latest version.  

Posted

Hi everyone. I'm new here and got bug with mod. When I use grapple ambush there is message saing: (npc) is invalid target and autoresists. The animation plays, I can take a lookie in her inventory, but after that nothing. I can't interact with her. The dialog option is: _SLSubmit Reset. then _SLSubmit Reset 5 or to wait for the follower to have fun with her and she opens her inventory. And when I try to talk with neutral npc to have sex the dialog doesn't match the actions. 

Posted
21 minutes ago, H036 said:

Hi everyone. I'm new here and got bug with mod. When I use grapple ambush there is message saing: (npc) is invalid target and autoresists. The animation plays, I can take a lookie in her inventory, but after that nothing. I can't interact with her. The dialog option is: _SLSubmit Reset. then _SLSubmit Reset 5 or to wait for the follower to have fun with her and she opens her inventory. And when I try to talk with neutral npc to have sex the dialog doesn't match the actions. 

I think I'm on the right path. The thing is my SLframework is likely 1.6.3 (for SSE), but in requirements it needs 1.6.6 b (for AE). Correct me if I'm wrong.
And the thing is i'm playing on RFAD and can't even go for AE 😢

Posted
14 hours ago, BendaB said:

What does this option do?

"Now be nice for my friend..."

I selected it, but nothing happened.

 

image.png.f4ed549efe71156259e9499cbac6d683.png

That overrides the default dialog opener when you talk to any active follower, and you can then give them the option to have a 2person scene with the Bandit, or you and your follower can have a threesome.

Posted (edited)
22 hours ago, Speedyshimrok said:

Follow up question for the followers faction.  For the brawl to become recruitable (100 gold to kick your ass Uthgerd/Benor) they are stuck in submit bleed out phase after you win and do not advance the dialogue to recruit them.  Its a simple enough fix to turn off the mod before initiating the brawl but I wonder if it is working as intended that way or just a bug?  Not a huge deal again as you can toggle it before beatdown but just brining it up is all.  Running latest version.  

You don't even need to turn off the mod, it should be enough to just toggle off the death-proof part of the auto surrender.

 

Basically, once upon a time, when there were no fancy mods that allowed Unarmed as a legit way to fight, instead of One Handed, Two Handed, etc, I simply disabled the Player Protected status when you went into a Brawl, because then losing just means you crawl on the floor for a few moments.

But Unarmed mods make it so you're effectively Brawling all the time.  So it was a choice between Unarmed mods not allowing the death-proof surrender part, or I just disabled the part that auto removes the Protected status for the small handful of times most players would actually Brawl.

 

Ahh, the Auto Submit kicked in.  Good news, after doing a quick Google search, it looks like I can just monitor a particular quest (DGIntimidateQuest) for this.  Disable Auto Surrender (Player) and Auto Submit (Player) until the that quest is no longer running (Brawl is over), then re-enable them as needed.

 

I'll finish this up tonight and it will definitely be in the next update!

 

[Edit]Started new game, used Uthgerd as my test partner.  It properly went into Brawling mode, ignoring both Auto Surrender and Auto Submit, and didn't leave Brawling mode until it was over.  I tested both spanking her ass so that I won to prove she no longer tried to Auto Submit, and also just standing there until I lost to make sure that I didn't Auto Surrender.  Once it left combat at the DGIntimidateQuest ended, it left Brawling mode.

The final check was I went out in the wild, found some scrub necromancer, and while Unarmed, boxed his face in.  It never triggered Brawling mode, because DGIntimidateQuest wasn't started.  So that should now let everything work together properly. :)

Edited by dkatryl
Posted (edited)
16 hours ago, H036 said:

I think I'm on the right path. The thing is my SLframework is likely 1.6.3 (for SSE), but in requirements it needs 1.6.6 b (for AE). Correct me if I'm wrong.
And the thing is i'm playing on RFAD and can't even go for AE 😢

SE = AE minus the paid curation crap.  So long as you're not still playing the 32bit LE Skyrim, that's fine.

 

As to the Framework, this mod is only supporting the 1.6.6b OG SL (or SLP+2.17.1 or later (I am currently using 2.18.1).  If you are running an older Framework, I'm not saying it *won't* work, but any issues with the Framework not playing animations are going to be kicked back to the Framework.

As to the rest of the details of your scenario, I'm not sure if I'm following.  You said you used the Ambush, but that doesn't give a message if it's an invalid target (Only valid ones are ActorTypeNPC)  The Subdue does ('Grapple' renamed as of 1.1.1 to Subdue), as does the Shout.

The Ambush will auto-initiate sex (so that you don't have to use dialog and give away your position).  The Subdue & Shout don't, you initiate sex through dialog.

 

And I have no idea why you would be see what looks like ID Strings, like _SLSubmit Reset.  That one in particular I don't even see in the _SLSubmit Quest that houses all of the dialog, or one of the Messages.  There is a script called that, but that is purely for something when the Player surrenders.

 

I have nothing but questions about the details you've given.  🧐

 

 

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.
  • Creature Support no longer relies on hard coded race checks.  Now, Slider = 0 checks for Keyword ActorTypeNPC.  Slider = 1 checks for Keyword ActorTypeCreature, but !ActorTypeAnimal, !ActorTypeDragon, !ActorTypeDwarven, etc.  Slider = 2 checks for ActorTypeCreature.
  • MCM Creature Support Slider no longer refers to Sentient vs Non-Sentient.  Description has been updated to say:

Sets what the player can surrender to with the mod.  Higher levels include everything from the lower levels.

Slider = 0: No creature support.  The player can only surrender to NPCs.

Slider = 1: Humanoid Creatures: Draugr, Falmer, Troll, Giant, Werewolf, Gargoyle, Vampire Lord, Daedra, etc.

Slider = 2: Full Creature Support: Bear, Wolf, Chaurus, Dragon, Sabre Cat, Spider, Dwarven, etc.

  • 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.)
  • Properly reference DGIntimidateQuest now so that when the player enters a Brawling state, any Auto Surrender or Auto Submit options are ignored until that quest is no longer running and you leave the Brawling state.  Should no longer spam Brawling! messages if using Unarmed Combat mods.

***On an existing save, if you are using the Auto Surrender feature,  you must toggle it off so that you get the debug message that it's off,

then toggle it back on at least once!   ('RegisterForActorAction(0)' was added to OnEffectStart() of the Auto Surrender Effect,

and is required for it to properly begin to OnUpdate() Events.)***

  • Player as Victor scene order has been modified.  Now, instead of robbing the NPC immediate before the sex, it will only strip what the Player has set in their Framework setting.  After the animation is over, if the MCM option to rob the NPC is on, it will then fully strip them and allow you to to access their inventory.  This also applies to scenes with a Follower, as well as Ambush and Beast Form scenes.

 

These are the last few notes to myself that I am looking to finish debug/tweak/add/etc for this update:

  • Debug - Make sure the various Messages only play when appropriate when the Player Surrenders, in particular to large groups that will have successive scenes.

Bad check for IsNonHumanoid() group related to Gold stolen Message.  Easy fix.

  • Add - For Player Victim, check to make sure that if Victor1 is ActorTypeNPC, it doesn't try to put ActorTypeCreature in Victor2's slot (and vice versa), or it will never find a valid animation.

Easy enough check.  If there's a mix, the only way it will pull a threesome animation is if both Victor1 & Victor2 = ActorTypeNPC.  Otherwise, it will be single pair animations.  It will still cycle through all valid actors until it's over.

  • Tweak - Swap Player Victor scene order to be consistent with the the updated Player Victim scene order, where the sex happens first (respecting Framework stripping settings) and the option to rob their gear coming after.

Swapping finished.  I'm now very satisfied with the standard Player as a Victor scene initiated through dialog.  Now that I have it swapped and tweaked and looking for, I just need to make sure it's been carried over into the Follower Scene, as well as Ambush/Beast Form, as those auto initiate sex.

  • Low Priority - Look into making it play casting animations when using the Subdue option with a spell equipped.  This will be the last thing I look at, as it is purely cosmetic.  If I run out of time, it can be added to 1.1.3 later.

No way I'll finish this.  It's purely cosmetic, it can wait until the next update.

 

That leaves the last bits to finish:

  • Tweak - Player as Victor scene order swap with Followers (Done), Ambush (Done), Beast Form (Done), to be consistent with the new standard Player as Victor scene.
  • Start cleaning things up and get ready to package and upload!

So unless something catastrophic happens, I plan to update everything listed as 1.1.2 by Sat night (CST) at the latest.

 

After that, there is one more bigger thing I have planned involving Player Victim for Followers, but given that it is far more ambitious, being a potential rewrite of a lot of things, and more to the point, I'm not sure if it will even be successful, I don't want to hold up everything else on that one! lol  If it is successful, that will be 1.1.3.

After that, other than bug fixes, or things specifically for Player Victor (Because that's really all I use of my own mod.  lol) I will probably step back from working on the mod and *PLAY THE FUCKING GAME!*.  Which I haven't even done in the last ~3 weeks! 🤪😭

 

Edited by dkatryl
Posted
8 hours ago, dkatryl said:

That overrides the default dialog opener when you talk to any active follower, and you can then give them the option to have a 2person scene with the Bandit, or you and your follower can have a threesome.

Is there no option for the NPCs to automatically perform SL scenes if the enemy loses, bleeds or surrenders without needing dialogue from the player?

Posted
4 hours ago, BendaB said:

Is there no option for the NPCs to automatically perform SL scenes if the enemy loses, bleeds or surrenders without needing dialogue from the player?

no, author stated in the mod description that its not his thing and Defeat/YK/bane etc already accomplish this.  IMO this is a better mod than the others as it keeps a lid on wanton rampage of npcs bugging out trying to get each other.  Also the morality check for followers is a nice addition, I didn't know Faendal had a conscience when asked if he wanted the nord barbarian girl as a prize.  

Posted
2 hours ago, Speedyshimrok said:

no, author stated in the mod description that its not his thing and Defeat/YK/bane etc already accomplish this.  IMO this is a better mod than the others as it keeps a lid on wanton rampage of npcs bugging out trying to get each other.  Also the morality check for followers is a nice addition, I didn't know Faendal had a conscience when asked if he wanted the nord barbarian girl as a prize.  

can Sexlab Submit mod be installed together with Defeat bane?

Posted

probably but you will have massive conflicts if you don't know how the scripts affect each other.  Maybe you can turn off the NPC submit function with this and use the defeat to handle it while this mod handles player defeat.

Posted
8 hours ago, BendaB said:

can Sexlab Submit mod be installed together with Defeat bane?

With out any hard conflict?  Yes.  Submit uses 100% custom files, so no default files are modified.

 

Soft conflicts?  Possibly, as similar functions may trigger.  In the case of Submit, for the Player as Victor, I would turn off NPC Auto Submit, and potentially don't use the Hotkey offensively.  Then you can let Defeat (or your mod of choice) handle that.

Similarly with Player as Victim.  You can turn off the Auto-Surrender, and then use Defeat (or your mod of choice), and never use the Hotkey with your weapon sheathed while in combat.

Hell, you can use neither and just use the Speechcraft!  I tried to make it as modular as possible for this reason.

Posted
15 hours ago, BendaB said:

Is there no option for the NPCs to automatically perform SL scenes if the enemy loses, bleeds or surrenders without needing dialogue from the player?

This was answered, along with the reason why, by Speedyshimrok , however there are two exceptions:

  1. Ambush.  Given the stealth nature, there is an option to auto initiate sex is successful, as dialog would break stealth and alert others if you're clearing a ruined fort or something.
  2. Beastform.  As neither the Werewolf or Vampire Lord can engage in dialog with NPCs, successfully using their offensive Hotkey version of their respective Submit attack will auto initiate sex


 

Posted

Thanks for the great mod! I think I have found a bug so I'll post it here. 
When the player is the victor and does the rape dialoge, male victims animations work fine but against females the animation will stop immediately after the animation begins and turn hostile( the hostile red skull icon will appear on the compass but the animation will be stuck so they mostly do nothing). The sex of the player does not matter. I've tried it on multiple female bandits and it happens consistantly.
I'm using sexlab p+ 2.15.6

Posted (edited)
1 hour ago, Pogfishxx said:

Thanks for the great mod! I think I have found a bug so I'll post it here. 
When the player is the victor and does the rape dialoge, male victims animations work fine but against females the animation will stop immediately after the animation begins and turn hostile( the hostile red skull icon will appear on the compass but the animation will be stuck so they mostly do nothing). The sex of the player does not matter. I've tried it on multiple female bandits and it happens consistantly.
I'm using sexlab p+ 2.15.6

There *may* be some lingering Calm effect issues in the last release.  I know I discovered some I had missed right after I posted, so I scrambled to try and hotfix stuff while I was working on new stuff.

With the current WIP build, I am having no issues with female targets.  I just raided a bandit camp and 'introduced' myself to several ladies.  They weren't too happy about being volunteers, but they performed as expected all the same!

So if there is anything lingering from the mod, it should be resolved with the next update.

That said, the fact that you said there was a different outcome with male vs female targets makes me kinda go 🧐.

You mentioned you are only using SLP+ 2.15.6.  I have been developing with 2.17.1 (Currently using 2.18.1, but that hasn't affected anything regarding this mod), so there *may* be an API difference?

Edited by dkatryl
Posted (edited)

Man, I'm like 99.9% done.  Just have this weird bug where if you Submit an NPC, then pass them off to a Follower by themselves (so not a 3-way), everything about the modified scene works exactly correct except for one thing.  Once it's over, until you leave the area (Quick travel, etc), the follower won't draw their weapon and becomes a pacifist.

Soon as I figure out what the issue is and resolve that, I can start packaging stuff up for the update.

 

[Edit]Man, had to use a Disable() / Enable() just to reset, but that seemed to do the trick.  And out of all the variations of things, it was only letting the follower pair off with a submitted NPC.  Weird.

Anyways, I can start getting things ready to package and update! 

 

Wait, nope, I have to add in the changes to the OG Sexlab script that is replaced if you use SLP+.  Dammit... 😒So tedious keeping up both versions.

 

[Edit2] Well, I made the changes, compiled it, and then did some Submits and Surrenders with it, but full disclosure, I ran it with still SLP+ installed, as it's backwards compatible with the old AGI's, andI don't feel like uninstalling SLP+ just to do some testing on the older Framework that I don't use anymore.

That said, everything worked as expected given that less refined version.

Now back to packaging everything for the update!

Edited by dkatryl
Posted (edited)

Most Recent Changes

v1.1.2 - (29AUG26)

  • 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.
  • Creature Support no longer relies on hard coded race checks.  Now, Slider = 0 checks for Keyword ActorTypeNPC.  Slider = 1 checks for Keyword ActorTypeCreature, but !ActorTypeAnimal, !ActorTypeDragon, !ActorTypeDwarven, etc.  Slider = 2 checks for ActorTypeCreature.
  • MCM Creature Support Slider no longer refers to Sentient vs Non-Sentient.  Description has been updated to say:

Sets what the player can surrender to with the mod.  Higher levels include everything from the lower levels.

Slider = 0: No creature support.  The player can only surrender to NPCs.

Slider = 1: Humanoid Creatures: Draugr, Falmer, Troll, Giant, Werewolf, Gargoyle, Vampire Lord, Daedra, etc.

Slider = 2: Full Creature Support: Bear, Wolf, Chaurus, Dragon, Sabre Cat, Spider, Dwarven, etc.

  • 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.
  • Properly reference DGIntimidateQuest now so that when the player enters a Brawling state, any Auto Surrender or Auto Submit options are ignored until that quest is no longer running and you leave the Brawling state.  Should no longer spam Brawling! messages if using Unarmed Combat mods.

***On an existing save, if you are using the Auto Surrender feature,  you must toggle it off so that you get the debug message that it's off,

then toggle it back on at least once!   ('RegisterForActorAction(0)' was added to OnEffectStart() of the Auto Surrender Effect,

and is required for it to properly begin to OnUpdate() Events.)***

  • Player as Victor scene order has been modified.  Now, instead of robbing the NPC immediate before the sex, it will only strip what the Player has set in their Framework setting.  After the animation is over, if the MCM option to rob the NPC is on, it will then fully strip them and allow you to to access their inventory.  This also applies to scenes with a Follower, as well as Ambush and Beast Form scenes.

Edited by dkatryl

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