dkatryl Posted Sunday at 03:44 PM Author Posted Sunday at 03:44 PM (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 Sunday at 05:24 PM by dkatryl
dkatryl Posted Sunday at 06:13 PM Author Posted Sunday at 06:13 PM (edited) I made a ~2min video of my test scene with 6 bandits working as expected: Spoiler Skyrim Special Edition 2026-09-13 Compressed.webm 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 Sunday at 07:33 PM by dkatryl
dkatryl Posted Sunday at 08:34 PM Author Posted Sunday at 08:34 PM (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 Sunday at 09:44 PM by dkatryl
bubba999 Posted Sunday at 08:49 PM Posted Sunday at 08:49 PM 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.
dkatryl Posted Sunday at 09:43 PM Author Posted Sunday at 09:43 PM 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?
bubba999 Posted Sunday at 11:06 PM Posted Sunday at 11:06 PM Tested without arm cuffs. No difference. I'm gonna have to give it a rest for tonight. Good luck!
dkatryl Posted Sunday at 11:13 PM Author Posted Sunday at 11:13 PM v1.1.4d - (13SEP26) Updated German translation for MCM provided by CGi.
dkatryl Posted Sunday at 11:22 PM Author Posted Sunday at 11:22 PM (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 Sunday at 11:43 PM by dkatryl
adragtobearound Posted 2 hours ago Posted 2 hours ago 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"?
dkatryl Posted 2 hours ago Author Posted 2 hours ago (edited) 31 minutes 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: And the FOMOD ModuleConfig: and the FOMOD info: Edited 2 hours ago by dkatryl
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