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dkatryl

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  1. Was doing some playing tonight, turned in my first bandit for a bounty, and the guard knocked her down to bleeding, but didn't kill her. Looks like when I added the Protected flag when you Submit them so they don't get killed by friendly fire or whatever before you can do whatever with them, I forgot to remove the flag before the guard executes them. Whoopsie! (The player can always kill them themselves if need be. Protected isn't Essential) Minor fix. I'll have it updated in a few days. Will hold off a few days to see if any other minor things come up while actually playing the game! lol [Edit] Okay, upon further review, it appears the bandit that wasn't getting killed wasn't a standard bandit, but a "Golden Saints Bandit", many of which will have a quest alias with the Protected flag. Regular vanilla Skyrim bandits get executed just fine. I'm not gonna bother looking at this any further then. The player can always kill them after turning in the bounty and getting that gold reward.
  2. Most Recent Changes v1.0.3 - (28JUN26) Added missing Alias #2-5 Conditions for the dialog options to declare turning in hostile enemy faction NPCs for a Bounty, or to tell them to Stay once assigned. Speechcraft Coerce Success Chance algorithm bonus/penalty for the Target's bravery was backwards. Should now correctly give a bonus the more cowardly they are from baseline, and a penalty the braver they are from baseline. Relatively minor fixes, but fixes all the same.
  3. SLP+ absolutely. That is what I'm running. Just pick the SLP+ option in the FOMOD when installing with your mod manager of choice. (You can run SLP+ and pick the OG SL option for Submit as well, as SLP+ is backwards compatible with that. The difference is one script that gets swapped out.) As to Defeat and its many variations, at its basic level yes, as Submit only uses 100% custom files, and I don't modify any default files. *FUNCTIONALLY*, however, they may try to compete with either other, like if they both try to initiate player surrender or whatever. I have never used Defeat, but my understanding is people can use both, then turn off certain options on one or the other, and mix and match parts of each they like better. That's the best answer I can give you.
  4. Possible? Sure. Am I going to do it? Meh, doubt it. It's still speech either way. And if I did that, it's a matter of time before someone asks for the Bribe option to be separate. That said, the chance is inherently different, even if they use the same Speech bonus: Seduce: SeduceChance.SetValue(((PSpeech - TSpeech/4)) + ((PIllusion - TIllusion/4)/2) + _SLConfig.SDifficulty + _SLSubmitSpeechBonus.GetValue()) Coerce: CoerceChance.SetValue(((100 - THealth) * PHealth / 100) + ((PSpeech - TSpeech/4)/2) + ((PIllusion - TIllusion/4)/2) + (PPrime - TPrime) + ((Target.GetAV("Confidence") - 2.0) * 20.0) + _SLConfig.SDifficulty + _SLSubmitSpeechBonus.GetValue()) Seduce is pure Speech/Illusion factors Coerce has that, plus also looks at power discrepancies between the player and the target. [Edit] That said, huh, looks like the Confidence part of the Algorithm is backwards. Oopsie! Guess I'll fix that and add that to when I figure out what's up with the Bounty Stay issue I saw yesterday.
  5. Started a new game that wasn't just for testing (🤯) and ran into a minor issue. Submitted some bandits, declared them to be turned in for a bounty, but as I wasn't ready to leave to turn them in where I was, I told them to stay. During the transition from standing to kneeling, they went hostile. Resubmitting them was automatic, but they shouldn't have gone hostile in that scenario. So, I'll look into that tomorrow, see what's up.
  6. Most Recent Changes v1.0.2 - (27JUN26) Changed MCM Option about always having Female players assume 'Victim' role when they submit to instead labeled as the following: Player/Follower = 'Male' / Victim = 'Female' Toggle this option on to always make the player take the 'male' role (females will use a strap-on) as the aggressor. NPC victims will always take the 'female' role. This option allows the use of the more common M/F animations. Toggle this option off to use the animation restrictions as intended. This will require animations with more niche tagging or nothing will play. (MM for gay, FF for Lesbian, Femdom for Female Dominant, Male Submissive, but all with the Forced tag.) Cleaned up many Alias issues leading to erroneous messages in the upper left when the debug option is turned on. While not a requirement for the mod, I recommend installing Papyrus Tweaks NG: https://www.nexusmods.com/skyrimspecialedition/mods/77779 . I was experiencing intermittent behavior to certain functions, primarily when I was trying to surrender to Creatures to test that content, and the script lag wound up being the culprit. I installed Papyrus Tweaks, and immediately all of the intermittent behavior went away and everything functioned as expected. Okay, this should have resolved most of the lingering bugs & quirks for the time being. So I'll check back in here periodically, but for now, after basically spending the last 2 months resurrecting this mod, I'm going to actually try to *play* the god damn game!
  7. Okay, good news is that it looks like a combination of script lag that was resolved with installing "Papyrus Tweaks" and changing where valid opponent check was done resolved the inconsistent issues I was having trying to get the damn Creature support to work. The other somewhat good news (?) for those that like to watch their poor character get violated is that when I just did a test to make sure the NPC aggressors worked, I teleported to Mistwatch, screamed YOLO!, ran into the middle of it, then surrendered. Man, it was just a good ol gangbang. 3-some, followed by one wanting a second turn, then the next pair triggered a 3-some, followed by one wanting a second turn, then the *next* pair... on in and on it went until every pair of bandits' balls were totally drained! (And that included the ladies with their strapons!) yeesh! lol Anyways, I still looking to post the update sometime later this weekend, unless something else breaks. [Edit] I finally realized why the Creature Animations weren't playing. I was setting the aggressor to Futa, instead of setting it to Male. Valid combination in NPC animations. Not so much in Creature. Now I feel much more confident I can get the next update done this weekend, as it's just testing various scenarios.
  8. There is a script literally called _SLSubmitAmbushEffect. You would need to change the section: If (!Target.HasLOS(Caster)) Caster.PlayIdleWithTarget(_SLSubmitAmbush, Target) _SLScene.WRT(4.0) Else Slap.Cast(Caster) Target.MoveTo(Caster, 15.0 * Math.Sin(Caster.GetAngleZ()), 15.0 * Math.Cos(Caster.GetAngleZ())) Debug.SendAnimationEvent(Caster, "AttackStartH2HLeft") _SLScene.WRT(0.4) Caster.PlayIdleWithTarget(_SLSubmitSmack, Target) _SLScene.WRT(2.2) EndIf Or at the very least, redefine the properties of those idles for the MagicEffect of the same name in CK64 to whatever custom ones you're trying to add. Beyond that, if you haven't modified a mod before, you need to get familiar with the Creation Kit (CK64), compiling scripts, and all sorts of other crap.
  9. For some reason, surrendering to regular NPCs works perfectly, but Creatures, despite having it enabled in both SLP+ and Submit, it won't accept them as valid actors most of the time. I really want to figure out wtf is the issue before the update, but it is being stubborn. 🙄
  10. Understood. I did a bunch of testing with both the OG SL and the SLP+ version of the _SLSubmitSexScene script, in various scenarios (male vs female player, male vs female victim, the updated MCM config On vs Off, etc) and it seems to be working much more consistently. Understand, the SLP+ looks for 'Forced', and the OG SL looks for 'Aggressive', which is what they all *used* to use before 'Forced' became the main keyword. As for animations, I highly recommend Leito's. Good mix of consensual/nonconsensual, all looking good in terms of clipping/natural look. Not sure how much 'Femdom' that pack has, however... 🤔
  11. Probably a very long time, if ever. I don't use Ostim, and I made this mod for myself. I don't see a need to download, install, and then potentially support a completely separate API Framework that I don't use.
  12. You can modify the included source files to use any animation you want and recompile. I'm not going to it, especially one that comes from a custom mod that wouldn't even work unless they also had that mod/animation pack installed.
  13. Okay, finished up the OG SL _SLSubmitSexScene revisions tonight and am satisfied with the testing so far. Also implemented the modified MCM option as discussed above. It will now read like this: Revised Toggle Option (On/Off) Player/Follower = 'Male' / Victim = 'Female' When Off, mousing over will display: Toggle this option on to always make the player take the 'male' role (females will use a strap-on) as the aggressor. NPC victims will always take the 'female' role. This option allows the use of the more common M/F animations. When On, mousing over will display: Toggle this option off to use the animation restrictions as intended. This will require animations with more niche tagging or nothing will play. (MM for gay, FF for Lesbian, Femdom for Female Dominant, Male Submissive, but all with the Forced tag.) So tested as a female player assaulting a male victim, both with the toggle on and off, male player assaulting the same, both options. With a follower, engaging in a 3way, with the toggle on and off, the latter restricted to valid animations as intended (Not too many FFM femdom aggressive animations out there! lol) So looking good so far. I plan to still hold off until the weekend, do a smidge more testing as well see if I can get the German translation for the MCM update before hand. If not, I'll just put updated English there, like all of the other languages, and people can just revise their own.
  14. Understood. For my own reference, are you using OG SL or SLP+? As I posted above, with the revision to the one MCM setting, that will give the player greater flexibility in what they want to see. Tonight I will probably update the OG SL _SLSubmitSexScene script, as that uses the old APIs for the scene and then test to make sure they function in a similar fashion. Probably post 1.0.2 closer to the weekend.
  15. There is a sexual preference setting you need to set in the MCM. Default 0 is hetero. I think 1 is strictly homosexual, and 2 is bi? Or vice versa.
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