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Posted (edited)

Lol, well, I sat down to work on one the remaining things I wanted to work out, which was making it properly play the casting animations for things like the close quarters Subdue attack (melee already works fine)...

...And my SKSE64 loader is out of date because the Skyrim update happened *just* after I posted the 1.1.2 update! 🤪

 

Man, it's been a bit since we all had to play the broken mod dance for Skyrim!

 

[Edit]Fuck all that noise.  I'm reverting back to 1.6.1170, lol.  I don't use any AE mods, and I don't care about any of the things in the new patch.

Edited by dkatryl
Posted (edited)

Okay, I just noticed a bug that I was able to replicate several times now.  It seems to involve when you go to Rob an NPC after you make them Submit (regardless if there is sex, as it's unique to the Rob() function.

If the loot transfer screen comes up and your weapon/spell is drawn, it will bug and make you stuck in that position until you unequip/re-equip or equip different.  Easy enough fix, just have to make sure you sheathe the weapons before making the 'Gift' call.

Hotfix should be up shortly.

 

Most Recent Changes

v1.1.2a - (29AUG26)

  • Discovered oversight regarding .ShowGiftMenu().  If the Player's weapon/spell is drawn when you go into that, you are stuck unable to swing until you change weapons/spells.  Added a check to .SheatheWeapon() if .IsWeaponDrawn() == True immediately prior to .ShowGiftMenu()
  • The Rob Dialog option (No sex, just rob) had an old PostRob() that is no longer needed in the Papyrus Fragment, as that is now handled as a call from the actual Rob() function.  Was causing the Player to again be stuck with hands at the side unable to use weapons until they were changed.

 

If any other bugs come up, I'm going Offshore for work tomorrow, so I will address them as needed when I get home.

Fortunately, this should be a very short trip, and I only expect to be gone for a few days.

Edited by dkatryl
Posted

Most Recent Changes

v1.1.2b - (02SEP26)

  • Updated German translation for MCM/Strings provided by CGi.
Posted (edited)
16 hours ago, zhenmika said:

Thanks a lot for your hard work that made this mod available to us.
I've tried translating the MCM into Chinese, and I hope it helps.

SexLab Submit SE_CHINESE.TXT 14.14 kB · 0 downloads

I always appreciate those that help translate the MCM and/or the .esp Strings!

As an aside, I was amused that the Chinese characters take up so much less file overhead, because it went from 31kb to 15kb!  lol

 

Most Recent Changes

v1.1.2c - (03SEP26)

  • Updated Chinese translation for MCM provided by zhenmika.
Edited by dkatryl
Posted (edited)

Finished up the Player as Victor Necro stuff last night.  Everything worked as intended, with the exception of one thing, which seems to be a SLP+ Framework issue.  According to https://slp-community.github.io/SexLab-Wiki/slp/api-reference/ using the command:

thread.SetPathingFlag(actors[1], -1)

Should disable the actor in question from walking to the Player, instead simply immediately teleporting over once the scene begins.  But, it doesn't seem to do anything, and they keep walking.  Given that is a Framework issue, there isn't much I can do about that.

Tonight I plan to add in the Player as Victim version.

 

[Edit]As I started on this, I could already hear the request to make the Player as Victor vs Player as Victim two separate MCM options, so you could have the option to only use one of the two.

 

[Edit]Another frustrating night of modding, when the stupid Papyrus flat out ignores when I set a Global, or apply a Magic Effect, or add a Perk, or anything, despite compiling and filling the Properties in CK64.  😒

 

[Edit]I can't explain why trying to set the things during the OnEnterBleedout() part of the AutoSurrender script wasn't working, but if I took the *EXACT SAME PAPYRUS FRAGMENTS* and did them in a different script, suddenly it works.  🙄 Oh well, at least I'm finally making forward progress.

 

[Edit]Man, it's like everything I tried, there was *some* thing wrong with it.  Try to use the PushActorAway(), you get stuck in Ragdoll Cam mode.  Try to SetParalyze = 1 to prevent the Player from standing up during the leadin, the Sexlab animations don't play.  Try to use the 'Ragdoll' debug animation, and there isn't a clean transition into it, and when it's all done, you wind up stuck running in place.

So I guess for stability I'll have to settle for the Bleedout animation for the Player during the leadin, and then use the Necro tagged animations once the actual scene starts.

 

[Edit]Went back to the original idea after a night's sleep and a fresh head, and was able to make it work exactly as I wanted.  Also realized it was an AI Package that was doing a 'Weapon Drawn' override that was interfering with them sheathing the weapon, so now they properly kneel to rob the player.  I also use this for them to 'Help the Player/Follower up' before scene starts, because you have to be fully out of Ragdoll mode, or the sex animations fail.

The default Ragdoll cam is still a thing, but that easily handled with a Death Cam mod.  I recommend this one: https://www.nexusmods.com/skyrimspecialedition/mods/46449?tab=description

 

I also tested this with a Follower, and it did exactly what I expected.  Spawned 6 bandits, and 3 did a train on my test char, and 3 did a train on my follower.

 

So at this point, I consider both the Player as Victor and Player as Victim Necro feature done and ready! :)

Now to move on to the spell animations that refuse to play.  Something that is 100% purely cosmetic, but dammit, they should work! 
This has proven to not be worth the time investment to try to find work arounds without requiring 3rd party SKSE plugins beyond what is required for the Sexlab Framework.  I'm dropping this and moving on.

Edited by dkatryl
Posted

Most Recent Changes

v1.1.3 - (06SEP26)

  • New MCM Option - "NPC Necrophilia Content Active" - This applies to Player as Victor.  Toggle this option on to enable the Player to engage in scenes with a dead NPC.  Simply use the Hotkey when your crosshair is over the body.  Utilizes the SKSE function Game.GetCurrentCrosshairRef(). 

***Requires animations with the Necro flag!***

Using the hotkey on a dead NPC in your crosshair is disabled.

Toggle this option on to enable NPC Necrophilia content.

  • New MCM Option - "Player Necrophilia Content Active" - This applies to Player as Victim.  Toggle this option on to enable necro/unconscious animations to be used on the Player after the 'Death-Proof' feature of the Player Auto Surrender kicks in.

***Requires animations with the Necro flag!***

Auto Surrender via the Death Proof trigger uses Necrophilia/Unconscious animations.

Toggle this option off to disable Player Necrophilia/Unconscious content.

  • Given that the Player as Victim utilizes PushActorAway() which will trigger ragdoll mode, while it is not required, I recommend using a Death Camera mod of some variety, such as https://www.nexusmods.com/skyrimspecialedition/mods/46449?tab=posts Without one, the camera will be locked in position during the transitions, but will return to normal once the sex scene animation(s) begin, as well as when the are all finished.
  • Due to how limited and niche Necro animations are, it will only looking for single pair NPC scenes.  Creatures and threesomes will just use standard Forced/Aggressive animations.

Outside of bug fixes as required, I have no more planned features to add at this point.  There's always the possibility that something will come up during my own personal play through, but short of that, consider the mod complete.

Posted (edited)
On 9/6/2026 at 12:56 PM, dkatryl said:

Most Recent Changes

v1.1.3 - (06SEP26)

  • New MCM Option - "NPC Necrophilia Content Active" - This applies to Player as Victor.  Toggle this option on to enable the Player to engage in scenes with a dead NPC.  Simply use the Hotkey when your crosshair is over the body.  Utilizes the SKSE function Game.GetCurrentCrosshairRef(). 

***Requires animations with the Necro flag!***

Using the hotkey on a dead NPC in your crosshair is disabled.

Toggle this option on to enable NPC Necrophilia content.

  • New MCM Option - "Player Necrophilia Content Active" - This applies to Player as Victim.  Toggle this option on to enable necro/unconscious animations to be used on the Player after the 'Death-Proof' feature of the Player Auto Surrender kicks in.

***Requires animations with the Necro flag!***

Auto Surrender via the Death Proof trigger uses Necrophilia/Unconscious animations.

Toggle this option off to disable Player Necrophilia/Unconscious content.

  • Given that the Player as Victim utilizes PushActorAway() which will trigger ragdoll mode, while it is not required, I recommend using a Death Camera mod of some variety, such as https://www.nexusmods.com/skyrimspecialedition/mods/46449?tab=posts Without one, the camera will be locked in position during the transitions, but will return to normal once the sex scene animation(s) begin, as well as when the are all finished.
  • Due to how limited and niche Necro animations are, it will only looking for single pair NPC scenes.  Creatures and threesomes will just use standard Forced/Aggressive animations.

Outside of bug fixes as required, I have no more planned features to add at this point.  There's always the possibility that something will come up during my own personal play through, but short of that, consider the mod complete.

Russian translation

upd: Made the names of some functions shorter to fit in mcm menu

 

SexLab Submit SE v1-1-3_RUS_v2.7z

Edited by BF3000
Posted
On 2026/9/6 at PM1点56分, dkatryl said:

最新变更

v1.1.3 - (2026年9月6日)

  • 新的MCM选项——“NPC恋尸内容激活”——这适用于作为胜利者的玩家。开启此选项,使玩家能够参与与死去NPC的场景。当准星在身体上方时,只需使用快捷键即可。利用 SKSE 函数 Game.GetCurrentCrosshairRef()。

需要用死灵旗帜动画!***

在准星上用热键控制死去的NPC是禁用的。

开启此选项以启用NPC恋尸内容。

  • 新的MCM选项——“玩家恋尸内容激活”——这适用于作为受害者的玩家。开启此选项,在玩家自动投降的“死亡防护”功能启动后,启用死灵/昏迷动画。

需要用死灵旗帜动画!***

通过死亡证明触发自动投降使用恋尸癖/无意识动画。

关闭此选项以禁用玩家死灵癖/无意识内容。

  • 鉴于作为受害者的玩家使用PushActorAway(),这会触发布娃娃模式,虽然不是必须的,但我建议使用某种形式的死亡摄像机模组,比如 https://www.nexusmods.com/skyrimspecialedition/mods/46449?tab=posts 没有它,摄像机在切换时会被锁定,但一旦性爱场景动画开始,以及所有动画结束后,摄像机会恢复正常。
  • 由于死灵动画的有限和小众,它只会寻找单对NPC场景。生物和三人行则只使用标准的强制/攻击动画。

除了按需要修复的漏洞外,目前我没有计划添加更多功能。在我个人游玩过程中总有可能出现什么,但除此之外,这个模组就算是完成了。

Chinese translation (MCM、Submit/Triss Strings and a pex).
Thanks for your work.

SexLab Submit SE 1.1.3 CHS.7z

Posted (edited)

Thanks both of you.  I'll update it here shortly!

 

Zhenmika, I only just noticed the .pex.  I know there are two instances of a debug.notification in that script, but both of them are commented out, so they wouldn't display anyways.  Was there some other reason?

 

Most Recent Changes

v1.1.3a - (07SEP26)

  • Updated Russian translation for MCM/Strings provided by BF3000.
  • Updated Chinese translation for MCM/Strings provided by zhenmika.
Edited by dkatryl
Posted (edited)

So was out in the world, and was having a consensual encounter with a female NPC, just some boring vanilla sex this time.  But, it kept only bringing up oral/anal options, no vaginal.

Checked the script, nope, straight sex, should require vaginal.  Then threw in some debug.notifications to see what was actually being triggered, and it was the gay version? 🧐

 

Further interrogation with debug.notifications, and yep, the .GetSex() was returning 0 (male), instead of 1 (female).  Then discovered what was happening.  I was using .GetActorBase() instead of .GetLeveledActorBase(), which is fine for named NPCs, but less fine with generic leveled ones.

 

So, will be revising the _SLSubmitSexScene script for both Sexlab and SLP+ versions, then releasing that as 1.1.3b later today.

 

Most Recent Changes

v1.1.3b - (07SEP26)

  • Changed out .GetActorBase().GetSex() for .GetLeveledActorBase().GetSex() in _SLSubmitSexScene script, as the previous one would always return 0 = Male on a leveled actor, causing the incorrect set of flags to be set during the scene setup.
Edited by dkatryl
Posted (edited)

Noticed an oversight in the _SLQuest script that handles the Hotkey interaction while in Beast Form (Werewolf or Vampire Lord).  For the player to surrender, if nothing else is true, at the very end, I had:

            ElseIf (PlayerRef.IsInCombat())
                _SLSubmitSurrenderGlobal.SetValue(1)
                _SLSubmitAssign.Cast(playerRef)
                _SLFunctions.Surrender()
            EndIf

And the earlier checks looked at PlayerRef.IsWeaponDrawn(), and various other conditions.  Problem is, which came up while playing and testing something unrelated to this mod while in Vampire Lord form, if you spam the hotkey during combat, but one of the *other* conditions fail, such as the Shout/Powers cooldown not being ready, or whatever, but still have the weapon drawn, it will go down the ElseIf chain to the next valid one, which is this last one just checking if you're in combat.

And then next thing you know, you're surrendering when I never intended to! Oopse!

So going to add a !PlayerRef.IsWeaponDrawn() check to that line, because manually surrendering is only ever intended with your weapon sheathed.

 

The good news is that regular form has that check already, so this only affects Beast Form Hotkey interaction.  Gonna make the change now on my end, but hold off until a bit later tonight to update in case some other things come up, given that I've already made a few updates today! 🤪

 

[Edit]Actually, I'm glad that I held off on the update.  Something I've noticed is that many of the script heavy function in _SLSubmitScene that handles most of the various Player as Victor and Player as Victim scene setups, with the exception of the actual Sex() calls, if the NPC in question is killed while the script is processing, you might get some funky "dead body twitching as it tries to play an idle" kind of behavior.

 

So I'm going to go through that entire script and for each function, I am going to put the bulk of it into While loops, breaking each part into smaller chunks, with an increasing i += 1 check to move through the parts so it can evaluate each piece as a discrete part, and have to an IsInCombat and/or IsDead() check before moving to the next step.  And if it fails at any of the stages, it just aborts the rest midway.

At this point, I have all of the features I want for the most part, so I'm looking to remove unnecessary jank! lol

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

谢谢你们俩。我会很快在这里更新!

 

Zhenmika,我刚注意到.pex。我知道那个脚本里有两个 debug.notification 实例,但它们都被注释了,所以根本不会显示出来。还有别的原因吗?

 

最新变更

v1.1.3a - (2026年9月7日)

  • BF3000提供的MCM/字符串俄语翻译更新。
  • zhenmika提供的MCM/字符串中文翻译更新。

sorry, I have no idea about this, beacuse i'm not good at coding, just my friend told me, you could translated a part of this pex, it wouldn't cause any issues. I followed his advice and went ahead with this pex. It seems I probably should not change this pex, right? oh, so sorry for this.

Edited by zhenmika
Posted (edited)
16 minutes ago, zhenmika said:

sorry, I have no idea about this, beacuse i'm not good at coding, just my friend told me, you could translated a part of this pex, it wouldn't cause any issues. I followed his advice and went ahead with this pex. It seems I probably should not change this pex, right? oh, so sorry for this.

No worries, you're good.

 

Before I learned about localization (Which was the entirety of LE version of the mod), I used direct debug.notification strings, which yes, would have required you to manually edit and compile different versions of the .pex.

 

Since reviving the mod for SE/AE, it was pointed out that using Messages instead of debug.notifications in the script would vastly simplify work on people doing translations, for almost no extra work on my part (After a one time conversion process in the scripts to Messages)

 

Those ones left over in that script, while technically still debug.notifications, are commented out and artifacts from early on development.  To the point, they serve no purpose, and I went ahead and removed them.

Edited by dkatryl
Posted (edited)

Upcoming Patch Notes (WIP):

  1. Fixed - Forgot to add !PlayerRef.IsWeaponDrawn() check for the Hotkey interaction for Surrendering, which would cause you to surrender if you spam the Hotkey while it is on cooldown even if .IsWeaponDrawn() == True.
  2. Revised all major Functions/Events in multiple scripts to incorporate While loops that check against !PlayerRef.IsInCombat() and/or !Target.IsDead(), inserting periodic points that will allow it to abort the rest of the function/event if needed to avoid dead NPCs trying to play idles, or if the Player is being attacked, or anything else that would interfere with the various scenes playing out normally.

Well, I finished going through the entirety of the _SLScene script, adding While loops and adding points where it could abort if the NPC involved died and/or the Player is suddenly in combat.

 

Tomorrow night, I'll tackle the other bigger scene scripts, such as the Shout/Subdue/Ambush/NPCAutoSubmit/AutoSurrender.

 

Then another night or two to go do some testing of the various scripts.

 

As of tonight, I expect I'll be ready to update Thur night.

Edited by dkatryl

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