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Posted
5 hours ago, Apollox666 said:

Hey added your mod and im having issues getting it to work properly.

Obviously for testing purposes, I iust wanted to see if it would work. 

 

The submit buttons and when the npcs are on the ground, what is the button you have to hit to interact or force an interaction. Because I've been spamming the action button and i feel like the character attempts to do something but then it just stops.

My character can look at their inventory that works with e, and the submit dialogue pops up on the side, but nothing actually happens.

But yeah, ill use the submit button or the action button, chaaracter does some grab, dialogue appears saying submit or not. But theres no animation past that.

Maybe I messed up the animations and stuff, but I just cant get it to work.

 

Any thoughts?

 

If you got it to the point where you made them hit a bleedout, then were able to have a dialog that starts with "Submit or Die!", that is the core of what the mod does for Player as Victor, or at least the first half of it, which is setting up being to play (non-con) sex animations on hostile NPCs.

The actual *animation* part is handled with the SexLab Framework, whether OG SL or SLP+.  Those (Plus valid animations packs, obviously), are dependencies, as this mod has no animations of its own.  It just facilitates getting the SL APIs to play things.

Posted (edited)
4 hours ago, tyty2244 said:

Even if don't use Surrender button, the same events occur when player's health threshold naturally drops during combat, leading to automatic surrender. And to the same events described above.

 

That would be good. Because I've had situations where bandits were just about to cuddle with woman, but a deer ran by and ruined the whole scene.

 

That's a really good idea.

The Auto Surrender basically just hits the Surrender Function via script as opposed to Hotkey.  So, for better or worse, I would expect it to perform the same once triggered.

 

I guess Bandits are hard coded to "HATE THOSE FUCKING DEER!!!", because they shouldn't attack anything that doesn't attack them:

    If (!Target.IsPlayerTeammate() && Target.GetAV("Aggression") == 2.0 && !Target.IsInFaction(_SLSubmitAggression2Faction))
        Target.AddToFaction(_SLSubmitAggression2Faction)
    EndIf
    If (!Target.IsPlayerTeammate() && Target.GetAV("Aggression") == 1.0 && !Target.IsInFaction(_SLSubmitAggression1Faction))
        Target.AddToFaction(_SLSubmitAggression1Faction)
    EndIf
    Target.SetAV("Aggression", 0.0)
    Target.SetAV("Assistance", 0.0)
    Target.StopCombat()
    Target.StopCombatAlarm()
    Target.ClearLookAt()
    Victor = Target
    RegisterForLOS(Victor, PlayerRef)

 

And yep, I thought so too, and was like, DERP! so obvious!

 

[Edit]
Last night was the proof of concept for creating the container in a hidden cell to serve as the "lock for the cuffs".

This morning was adding in the "container was locked/opened when the UI menu was closed to show success/failure" and then trigger the corresponding outcome, and it worked exactly as I wanted! :) I guess it's time to start my WIP patch notes, so I don't forget, cuz it's prolly gonna be a long list by the time I'm ready to update.

Edited by dkatryl
Posted (edited)

WIP Patch Notes (Completed / WIP)

  • Modified - Changed 'Steal Player's Gear' from Toggle to Slider.  Now has 3 levels to choose from:
    • 0 - No gear is stolen.  Stolen gold is capped at (Victim's Level^2 + 100).
    • 1 - No gear is stolen.  All gold is stolen (There is no cap).
    • 2 - All gear and gold is stolen. (This is the default setting.)
  • Redesigned - The Player 'Escape' mechanic when bound has been changed from simply spamming the Hotkey, to simply pressing it once to open the Lockpicking UI Menu.  If the 'Lock' has been picked open when the UI Menu closes, the Player will be freed.  If the 'Lock' is still locked when the UI Menu closes, the 'Caught trying to escape' feature that was added in the 1.1.5x update will trigger.  If the Player has no Lockpicks, one will be provided per attempt.
  • Overhaul - The entire set of Player as Victim Functions were redesigned to be 'Player as Actor' agnostic, allowing all of these Functions to be used by Followers as well, removing the need for Aliases.
  • Overhaul - Redo all of the non-con Functions in _SLSubmitSexScene so they are no longer looking for variations with Followers and EndAnimation Hooks.
  • Expanded - Full Multi-Follower support for Player as Victim (At least to the concurrent animation limit that OG SL can support).
  • Expanded - Full Multi Follower support for Player as Victor (At least to the concurrent animation limit that OG SL can support).
  • Added - MCM slider to let Player assign maximum number of non-Creature Actors that can be assigned for solo Player as Victim.  Current cap is 3, but this will allow it to support 5way animations.  It will be up to the Player to make sure they have valid 3-way, 4-way, 5-way animations.
  • Added - MCM slider to let Player assign maximum number of non-Creature Actors that can be assigned for  Player as Victim with Followers.  Current cap is 3, but this will allow it to support 5way animations.  It will be up to the Player to make sure they have valid 3-way, 4-way, 5-way animations.  Additionally, the Player will be prioritized in available Actor assignment, so if the cap is set high enough, if it runs out of available Actors for the Followers, any extra ones will just cower in place until it's over.
  • Redesigned - The current window for Player Surrendering, Assigning valid Actors, and aborting the process if anything interrupts that process, is small by design. This leaves it prone to failing due to script lag or conflicting mods.  Looking into ways to make it more robust but not just become a "get out of combat free" cheat.
  • Added - MCM for Player as Victim to toggle Player/Follower Rape on/off for certain genders (Only male Aggressor, females Victim, for example)
  • Added - MCM for Player as Victor to toggle Player/Follower Rape on/off for certain genders (Only male Aggressor, females Victim, for example)
Edited by dkatryl
Posted (edited)
Quote

And after a few tries, with minor tweaks, adjustments, etc, I was able to spawn 4 bandits vs my 2-man party, and got it to play through exactly as expected, both of them independently triggering everything, both getting 2-manned in a 3-way, without fighting over which bandit goes where, until the very last step, where when my Follower should have ran the Bound part, they went aggro.

So after looking into this, I discovered they were going aggro even solo.  Looked into it further, and I realized the issue was I was moving away from using a Global to set if the Player had already been robbed, to a Faction that could be applied independently to the Player and Followers (Global is unique, and can't be applied independently).

But I had only changed it on one script, and not a later one that was checking for the Global still, which caused the "Re-check" Function to fail.

Fixed that, and no more aggro at the end.

So now I just did a quick Proof of Concept test of the Player + Follower surrendering to 4 bandits, they both surrendered independently (the timing is slightly staggered), and aborting the Player's scene mid animation made the Follower end theirs, and then they both went to being Bound.  Hotkey brought up the Lockpicking Menu, succeeded, and I was freed and able to run away.  No aggro.

Still have a *lot* of work ahead, as the above WIP Patch Notes shows, but the core functionality of what I'm going for is already working. :)

 

Here's a quick game play sample, showing first a failure then a success of trying to escape:

 

Edited by dkatryl
Posted
2 hours ago, dkatryl said:

So after looking into this, I discovered they were going aggro even solo.  Looked into it further, and I realized the issue was I was moving away from using a Global to set if the Player had already been robbed, to a Faction that could be applied independently to the Player and Followers (Global is unique, and can't be applied independently).

But I had only changed it on one script, and not a later one that was checking for the Global still, which caused the "Re-check" Function to fail.

Fixed that, and no more aggro at the end.

So now I just did a quick Proof of Concept test of the Player + Follower surrendering to 4 bandits, they both surrendered independently (the timing is slightly staggered), and aborting the Player's scene mid animation made the Follower end theirs, and then they both went to being Bound.  Hotkey brought up the Lockpicking Menu, succeeded, and I was freed and able to run away.  No aggro.

Still have a *lot* of work ahead, as the above WIP Patch Notes shows, but the core functionality of what I'm going for is already working. :)

 

Here's a quick game play sample, showing first a failure then a success of trying to escape:

 

What options were presented when choosing the first line of dialogue? Consensual sex and the promise of treasure?

Posted
11 hours ago, dkatryl said:

That part is already in the mod as of 1.1.5x

See the Patch Notes on the main page.

I have a suggestion to add a dialogue option with a speech check, in which player promises the bandits to bring them money in future in exchange for immediate release. In other words, the difference from intimidation is that here player can play on the bandits’ greed rather than their fear.

If successful, player is released, and a 24- to 72-hour timer starts. Of course, player won’t actually have to bring any money. Once the timer runs out, the bandits (if they’re still alive) send mercenaries after player, similar to the ones NPCs send if player has stolen something.

Posted (edited)
14 hours ago, tyty2244 said:

I have a suggestion to add a dialogue option with a speech check, in which player promises the bandits to bring them money in future in exchange for immediate release. In other words, the difference from intimidation is that here player can play on the bandits’ greed rather than their fear.

If successful, player is released, and a 24- to 72-hour timer starts. Of course, player won’t actually have to bring any money. Once the timer runs out, the bandits (if they’re still alive) send mercenaries after player, similar to the ones NPCs send if player has stolen something.

It's not a bad idea, per say.

I do like the full symmetry it would create between this and the existing Speechcraft dialog options for non-hostile NPCs, which tend to have a "Persuasion vs Bribery vs Intimidate" option, and this would add the 'Bribery' angle.  But no promises:

  • Given I work with existing 'SharedResponse', I would need to find a fitting one to work into this.  In this case, this isn't much of a concern, as I already know I have options to work with.
  • This is more than just freeing the Player (and Followers), but now I'm having to figure out how to trigger mercs or whatever.  Sure, examples that I can reference exist, but that's even more development time I have to spend reverse engineering something so I understand it enough so that I can create an alternative to two other options that already more or less serve the same purpose.
  • Then I would need to take into account what if you just circle back around and kill the bandit?  What's the difference between him being dead and despawned and simply leaving the area and quick traveling away and having a random leveled NPC despawn?  One you wouldn't trigger the mercs, the other you would, etc.  I guess you have an Event cancel the merc countdown if you actively kill the bandit, but as you can see, it can quickly spin out into extra considerations that were never anticipated.

I don't even use this half of the mod, so I definitely want to be vigilant against unchecked scope creep, because I don't want to work on this thing indefinitely.


As it is, I'm already regretting trying to open up the cap on 3-ways to full 5-ways, because once I started fiddling with that last night, shit went sideways *REAL* quick for reasons I don't understand yet.  😒

 

The good news is that I grabbed the MatchMaker r7, where Ashal has increased it from 3 to 5max Actors, and *that* 100% triggered the 5-way animations as designed.  So, now I get to read the documentation, and see what has been changed since the version (v3!) I used as the basis back in ~2013 or so! 🤪

Edited by dkatryl
Posted (edited)

Hey thanks for the previous reply, i actually got everything working its still a little janky, people running away instead of dialogue options etc, but it works enough.

I as curious about how to bind up a person so you can turn them in for money?

Edited by Apollox666
Posted
6 hours ago, dkatryl said:

This more than just freeing the Player (and Followers), but now I'm having to figure out how to trigger mercs or whatever.  Sure, examples that I can reference exist, but that's even more development time I have to spend reverse engineering something so I understand it enough so that I can create one for this alternative to two other options that already more or less serve the same purpose.

For example, mod "More Thugs for Petty Thieves" could serve as a starting point. In it, mercenary quest references the vanilla quest in Skyrim, where you can simply copy those quest and just change the text in the contract to whatever you want, like, "Find that lying whore, etc."

 

7 hours ago, dkatryl said:

Then I would need to take into account what if you just circle back around and kill the bandit?  What's the difference between him being dead and despawned and simply leaving the area and quick traveling away and having a random leveled NPC despawn?  One you wouldn't trigger the mercs, the other you would, etc.  I guess you have an Event cancel the merc countdown if you actively kill the bandit, but as you can see, it can quickly spin out into extra considerations that were never anticipated.

How I see it. The bandit has a Ref ID. And I suppose that game has a way to check whether a bandit is alive or dead. Let’s say this checking can be connected to in-game time, and bandit can be added to a watchlist. If 6 in-game hours have passed and the fictional variable StillAlive=1 (bandit alive), then the event involving future mercenaries is still active. If StillAlive=0, then the event involving the mercenaries is canceled.

I’m not familiar with Skyrim modding, but I know the basics of programming, so I’m just explaining it as I see it.

Posted
21 hours ago, tyty2244 said:

For example, mod "More Thugs for Petty Thieves" could serve as a starting point. In it, mercenary quest references the vanilla quest in Skyrim, where you can simply copy those quest and just change the text in the contract to whatever you want, like, "Find that lying whore, etc."

 

How I see it. The bandit has a Ref ID. And I suppose that game has a way to check whether a bandit is alive or dead. Let’s say this checking can be connected to in-game time, and bandit can be added to a watchlist. If 6 in-game hours have passed and the fictional variable StillAlive=1 (bandit alive), then the event involving future mercenaries is still active. If StillAlive=0, then the event involving the mercenaries is canceled.

I’m not familiar with Skyrim modding, but I know the basics of programming, so I’m just explaining it as I see it.

Like I said, it's not a matter of if I could do it.  I absolutely know I could do it, and I've already halfway plotted out how I would do it.

It's a question if I want to invest the time.

Posted
23 hours ago, Apollox666 said:

Hey thanks for the previous reply, i actually got everything working its still a little janky, people running away instead of dialogue options etc, but it works enough.

I as curious about how to bind up a person so you can turn them in for money?

I'm curious what you mean by running away.  This is Player as Victor?  So you make them submit one way or another (Shout/Subdue/Auto/etc) and they run away?  They should enter a Bleedout and be staggering on the ground, which is what I see when I use it.

As for the question, after your initial Submit or Die! interaction, talk to them again, and it's after the "Okay, I'm done with you" prompt.

Posted
17 hours ago, rudenshe32 said:

am i to stupid to make it  work? when i press the button my player disarms then .. and then what? if i speak to them nothing happens

By 'press the button my player disarms' I assume you are making them submit (Player as Victim) using the Subdue or Shout.

What do you mean "speak to them nothing happens"?  No dialog, so you don't get the initial "Submit or Die!" prompt?

Or you do get it, you select your option, and then nothing happens.  Which option did you pick?  I'm assuming the sexy times one, which then brings up is your SL Framework installed and confirmed to be working?  Which version, OG SL or SLP+?  Did you make sure you installed the correct one for Submit?  Do you have appropriate animations enabled (such as Forced, correct gender variations, etc)

Posted

you know. I was bummed out when sexlab enchantress was rendered incompatible with the new Skyrim update, there really isn't any mod to sex your way as a sneak outside of that mod but then i decided to update my defeat mods I found this and its takedown system. this is awesome!

Posted (edited)
4 hours ago, mcnv said:

you know. I was bummed out when sexlab enchantress was rendered incompatible with the new Skyrim update, there really isn't any mod to sex your way as a sneak outside of that mod but then i decided to update my defeat mods I found this and its takedown system. this is awesome!

Been sneak-sexing my way through bandits since ~2013/2014! 😁

 

At any rate, I've been offshore most of this week for work, so development on the next update was on hold.

 

Back home now, so I can pick up being puzzled why shit isn't doing what I want it to do...

Edited by dkatryl
Posted (edited)

So, things started going sideways so much during development, with shit that *was* working suddenly not working for reasons unknown, so I wanted to revert back to 1.1.5c as a baseline, then start re-introducing things for the next update and see exactly where they start breaking.

And now all of the text is broken, with the wrong strings popping up.  This was reported, but I hadn't been able to reproduce it on my side until now.  So now I have to figure out wtf happened there.

There is enough of a disgustipated feeling I have towards this mod right now that it is sorely tempting to revert to 1.1.5c, get it working again, and only add the 'lockpicking' interface to the binding escape part, and forget the rest of the shit.  This thing has eaten up enough of my free time for months now.  😒

 

[Edit] Okay, good news is I see what I happened.  I derped and didn't move the English.Strings etc over to the folder I have setup for the FOMOD organization.  My last file was 05OCT26, but what was in the FOMOD folder was 03OCT26.  I copy/pasted that over into the 1.1.5c mod that I had installed and the text was correct again.

 

I'll push that update as 1.1.5d.  It won't have any other changes, just the correct up to date English strings in it.

 

[Edit 2]On second thought, I am going to re-add the 'Lockpick Interface' to escape feature that I had working before I reverted everything *else* that wasn't working.

That was straightforward enough, and I don't want to have that feature delayed because everything else is going sideways.  Might not be tonight, but should be by tomorrow.

 

[Edit 3]Nevermind.  Running into similar issues.  Just going to update 1.1.4c with the correct English Strings and not delay as I'm troubleshooting this other crap.

Edited by dkatryl
Posted (edited)

1.1.5d - (18OCT26)

  • Fixed - Previous 1.1.5x had old English.Strings files, causing the Localized Plugin to have random strings appear in the upper left.  The correct Strings files have been put in the .7z.  (I've seen reports that 1.1.4x had a similar issue.  I can't do much with that one at this point.)
Edited by dkatryl

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