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Posted (edited)
9 hours ago, bubba999 said:

Updated to latest version. Auto Surrender. Death Proof. Get knocked down. Attempt to surrender. Then it says you are still in combat. Get knocked down again and then nothing happens. Player stays down on  one knee and waiting.... waiting... Not using Necro.

I assume regular NPCs?

I spawned 6 of them during testing last night, huddled around me, got knocked down with Death Proof with Necro turned off (Which functions just like manually surrendering at that point), which even had one hit an adjacent one due to the bash, but the Calm effect kept them pacified, so the scene played out normally.

I can test that scenario again today, but I didn't experience that during my testing, which makes it hard to trouble shoot. 🤔

 

[Edit]Yep, spawned 6 bandits with Death Proof on, Necro off, stood there and let them beat me down, and everything played as expected.

 

Do me a favor, recreate my exact test and see what happens.  Go out into a nice empty field or something, hit the tilde (~) to open the console, then type:
 

player.placeatme 3df17 6

That will spawn (6) random Bandit Chiefs around you, and they should beat you down in short order.  It should randomly grab one of the six, they should draw whatever weapon and try to bash you, then everything else goes from there.

Edited by dkatryl
Posted (edited)

I made a ~2min video of my test scene with 6 bandits working as expected:

As you can see, that's a big ol' scrum of bandits, and it went through the entire thing as expected.  I can't reproduce the issue you described.

(I also updated the main page, put the LOOOOOONG list of changelog behind a spoiler, and also added this video as a "Sample Gameplay" section.  Also updated the 'Submit Grapple' section to refer to the revised 'Submit Subdue' phrasing.)

Edited by dkatryl
Posted (edited)

Huh, well, looks like something got boogered up with the initial "finished with NPC, gonna turn in for bounty".

I'll fix and update it shortly.

[Edit] Oh geez.  Well, *that* was definitely a derp.  Right idea, forgot the temp faction I was checking for was already applied. 🙄

 

v1.1.4c - (13SEP26)

  • Fixed - Redundant BountyFaction check was preventing new Bounties from being assigned.

 

Also added a sample gamplay of Player as Victor to the main page.

Edited by dkatryl
Posted
45 minutes ago, bubba999 said:

Did a test with the six bandit chiefs. She got raped and then let go. Did not get tied up. She was wearing DD arm cuffs, if that matters.

DD as in Devious Devices?  I am aware of that, but I have never downloaded or used it, so I don't know the particulars.  Do those cuffs put you in any custom animations?

At the end of the PostRape function, it does this final check:
 

    _SLFunctions.RecheckVictors()
    WRT(0.5)
    If (_SLSubmitSurrenderGlobal.GetValue() != 2)
        If (_SLQuest.IsHostileNPC(ActorVictor1.GetActorRef()) || _SLQuest.IsHumanoid(ActorVictor1.GetActorRef())) && !ActorVictor1.GetActorRef().IsDead()
            _SLSubmitReset.Cast(PlayerRef)
            _SLFunctions.BleedOutStop()
            _SLFunctions.ClearVictors()
            _SLSubmitBeatenGlobal.SetValue(0)
            _SLSubmitBound.Cast(PlayerRef)
        Else
            _SLSubmitReset.Cast(PlayerRef)
            _SLSubmitBully.Cast(PlayerRef)
            _SLFunctions.BleedOutStop()
            _SLFunctions.ClearVictors()
            _SLSubmitBeatenGlobal.SetValue(0)
            Game.EnablePlayerControls()
        EndIf
    EndIf

This is what checks if there are any other valid Actors that haven't had a turn yet.  If there are, it sets that Global == 2, the rest is ignored.  If not, it plays the first if they are NPC or Humanoid, which ends with the Bound, which would be true with the Bandit Chiefs.

 

The Bound functions does:

Spoiler
Event OnEffectStart(actor target, actor caster)
    If (BoundGlobal.GetValue() == 0)
        BoundGlobal.SetValue(1)
    EndIf
    EscapeBonus.SetValue(0)
    RepeatGlobal.SetValue(0)
    If (_SLConfig.debugActive)
        _SLSubmitBoundEffect1.Show()
    EndIf
    Game.DisablePlayerControls(true, true, false, false, false, true, false, false)
    Debug.SendAnimationEvent(Target, "IdleHandsBehindBack")
    If (ActorFollower.GetActorRef() != none)
        Debug.SendAnimationEvent(ActorFollower.GetActorRef(), "IdleHandsBehindBack")
    EndIf
    _SLScene.WRT(1.0)
    Debug.SendAnimationEvent(Target, "IdleBoundKneesStart")
    If (ActorFollower.GetActorRef() != none)
        Debug.SendAnimationEvent(ActorFollower.GetActorRef(), "IdleBoundKneesStart")
    EndIf
    _SLScene.WRT(1.0)
    If (_SLQuest.ZazPack)
        Debug.SendAnimationEvent(Target, "ZaZAPCAO055")
        If (ActorFollower.GetActorRef() != none)
            Debug.SendAnimationEvent(ActorFollower.GetActorRef(), "ZaZAPCAO055")
        EndIf
    EndIf
    _SLFunctions.ClearVictors()
EndEvent

Which, if the DD cuffs interfere with these idle calls, then I could see that making the final bit not play correctly?

Posted (edited)
35 minutes ago, bubba999 said:

Tested without arm cuffs. No difference. I'm gonna have to give it a rest for tonight. Good luck!

Then I don't have any explanation.  As you can see from the video, I was bound at the end, and I'm bound in all of my other NPC/humanoid tests.

 

Here is a debug version of the _SLSubmitScene script, which handles most of the Player as Victor and Player as Victim scenes, other than the actual sex parts.  I added a debug message on both paths, NPC/Humanoid vs Non-Humanoid.  Rename the original (I usually just put a '_' at the end) and put this in your scripts folder to test.

 

(If you're using MO2, the path will be: MO2\Skyrim Special Edition\mods\SexLab Submit SE\scripts)

    _SLFunctions.RecheckVictors()
    WRT(0.5)
    If (_SLSubmitSurrenderGlobal.GetValue() != 2)
        If (_SLQuest.IsHostileNPC(ActorVictor1.GetActorRef()) || _SLQuest.IsHumanoid(ActorVictor1.GetActorRef())) && !ActorVictor1.GetActorRef().IsDead()
debug.notification("Hostile NPC or Humanoid.  Player should be bound!")
            _SLSubmitReset.Cast(PlayerRef)
            _SLFunctions.BleedOutStop()
            _SLFunctions.ClearVictors()
            _SLSubmitBeatenGlobal.SetValue(0)
            _SLSubmitBound.Cast(PlayerRef)
        Else
debug.notification("Non-Humanoid.  Player should be free!")
            _SLSubmitReset.Cast(PlayerRef)
            _SLSubmitBully.Cast(PlayerRef)
            _SLFunctions.BleedOutStop()
            _SLFunctions.ClearVictors()
            _SLSubmitBeatenGlobal.SetValue(0)
            Game.EnablePlayerControls()
        EndIf
    EndIf

The first one is what *SHOULD* play if you're surrendering to Bandits, as they qualify for IsHostileNPC().  That will at least confirm it's taking the expected closing path.

_slsubmitscene.pex

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

lol this is a nitpick but can you change the auto name in FOMOD from "Sexlab Submit SE v" to "Sexlab Submit SE" without the "v"?

I wasn't aware it was. 🧐

I'm not going to do a dedicated update just for that, but I will make the change so the *next* update, whatever that might be, will have it.

 

I see no where in the FOMOD where the 'v' is added.  I suspect that is just some kind of auto addition.

 

As you can see, my default name when I go to import in MO2 is:

image.png
 

And the FOMOD ModuleConfig:

image.png


and the FOMOD info:

image.png

 

[Edit]

I was curious, so did a quick google search, and the closest it said was:
image.png

So assuming it is based on the filename and not the actual FOMOD's .xml files, I tried renaming the most recent one to

SexLab Submit SE 1-1-4d.7z

and *that* gave this result in MO2
image.png

So if it's just a matter of removing the "v" in the filenames, that's an easy one to address.

Edited by dkatryl
Posted (edited)

Upcoming Changelog (WIP)

  • Fixed - NPC Auto Submit function was firing when some of the Hotkey initiated Submit methods were used, causing redundant scripts to be running simultaneously, due to the OnHit() Event nature of the NPC Auto Submit.
  • Cosmetic - Tweaked the "Hostile NPC Bounty" scene.
  • QoL & Balance - Added a temporary Faction Flag to NPCs when the NPC Auto Submit is attempted.
    • If successful, it will suppress extra hits (such as a DoT) from spamming the result in the upper left until they have recovered enough to stand up. 
    • If unsuccessful, there will be a flat (1) second pause before it can check again.  Again, this is so that spamming something like a channeled level 1 fire spell isn't trying to do several checks a second.
  • Expanded - For Player as Victim, after they are bound, during the escape attempt, if one of the captors notices you, instead of just automatically starting the whole gang-bang over again, there will now be dialog options to attempt to 'negotiate' for your freedom.

The first one isn't broken, as it's been that way pretty much since the NPC Auto Submit was added.  It's just redundant scripts that weren't intended to fire like that.  So not in a rush to update, and I'll continue to play for a bit and see if anything else comes up.

Edited by dkatryl
Posted
On 8/27/2026 at 11:29 PM, dkatryl said:

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.  🧐

 

 

Here I am again, after modding skyrim with ostim. and where im again? Here. 'cause there is something that is missing in those mods.

So I want to make sure. I can make this mod work on sse 1.5.97? Will B.E.E.S from nexus let me help use this mod? Will Ostim and SexLab conflict if I install them at the same time?

Posted (edited)
18 hours ago, H036 said:

Here I am again, after modding skyrim with ostim. and where im again? Here. 'cause there is something that is missing in those mods.

So I want to make sure. I can make this mod work on sse 1.5.97? Will B.E.E.S from nexus let me help use this mod? Will Ostim and SexLab conflict if I install them at the same time?

The question is probably less if *this* mod will run on SSE 1.5.97 and more will OG Sexlab (Or SLP+) run on that.  Other than some SKSE API and of course the Sexlab specific stuff, there is nothing in Submit I am aware of that should have a problem, as I don't compile .dll's and such.

 

I don't know what B.E.E.S is, so you're asking the wrong person.

 

And Ostim is a Framework, just like SexLab.  Again, you're asking the question in the wrong place.  That should be asked in the actual Framework threads.  As it is, I only make reference to SexLab API's, so *this* mod should effectively be inert with regards to Ostim.

Edited by dkatryl
Posted (edited)

I was browsing some older threads earlier tonight, and I found the one for the LE version of the mod where Devious Devices was added in.  One of the comments about Submit, in particular the Player as Victim, and escaping being bound, is that it's pretty much just spam the hotkey until RNG lets you go, and hope you don't trigger another round of gang bangs if you have that MCM option turned on.

Well, I don't really care about that half of the mod as much as Player as Victor, but it's a fair point.  So, I will expand on that a little bit, and make it so that if you spam the Hotkey and get free, nothing much changes.

*But*, if you have the repeat option turned on, if you fail badly enough to draw their attention, instead of just triggering an automatic gang bang repeat, I will have a single NPC come over, give you a little smack, then initiate a dialog.  From there, you will have three options:
 

Seduce - This is the lower risk/reward option.  Offer to make them feel *reeeal* good if they would just let you go.

  • Dialog success means plays a consensual scene, and then you are freed. (Which will still start the 1min counter before the rest re-aggro!)
  • Dialog failure means they just play a non-consensual scene with them, ending up being rebound, and start over.

Intimidate - This is the higher risk/reward option.  "Let me go or else!", but with a similar penalty to trying to seduce a married NPC in town.  Probably impossible for newbie characters, but if developed enough, maybe!

  • Dialog success (despite a hefty penalty to the chance!) means they just let you go. (Which will still start the 1min counter before the rest re-aggro!)
  • Dialog failure means not only will they play a non-consensual scene, but they are gonna call all of their friends to come join in! Oopsie!

Apologize - This will result in the NPC just giving you a warning, but nothing else... the first time!  If you fail again enough to catch their attention, they will automatically play a non-consensual scene, and then reset everything.  (Allowing you to apologize once more.)

 

That's the revision I have in mind.  I'm not gonna do anything crazy elaborate, because I don't even use this half, but this should hopefully give a little options for interaction than just spamming the button and hoping for RNG.

 

Edited by dkatryl
Posted

Potential feature suggestion: Any plans to integrate leash framework? It's a natural fit with bounty turn-in system, would be cool to leash the bandit. 
 

Spoiler

 

 


Also on a sidenote: The sample gameplay videos were completely blacked out for me, had to download to view them. Could be the .webm format

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