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dkatryl

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  1. I'm not going to add an extra setting just for that relatively niche situation. If I am going to do anything with it at all, I will just leverage the existing sexual preference setting in the MCM. Which I'm not against doing, it just might be a bit before I fiddle with adding features (As opposed to outright bug fixes) [Edit]Looking into this a bit more, it would involve completely breaking the player/follower surrender functions apart to decouple the two, then rebuilding them almost from scratch to be independent of the other. This is going to be filed under 'if it ain't broke, don't fix it.'
  2. I did! Other than posting the update yesterday (I was just waiting on the German string update from CGi), I was able to play for almost 3 hours uninterrupted. And didn't have to stop and fiddle with this mod or any other mod the entire time! It was GLORIOUS! 😁
  3. Most Recent Changes v1.0.4 - (14JUL26) Reworked the 'Repeated Assault' algorithm and display notification text to be a bit more intuitive. Previously referred to 'Succeeded', now refers to a chance to Trigger. The intent is still the same, where every 5/10/15 seconds, the chance to trigger will increase by 10% until eventually the roll is less than the chance. This affected the Message text, and has been updated in the Localized files. Updated German translation for the updated Message provided by CGi. Added 'No Combat Alert' flag to Bounty Aliases to prevent them from erroneously going aggro if you get attacked on the way to turning in the bounty. Minor tweak to the various 'Forced' scenes for the SLP+ version, where if the 'Aggressor' is male, it will disallow "Femdom" animations, as they look silly in that scenario!
  4. Don't worry. I should just remove this from my to do list, because beyond the obvious issue you raise, there is the even bigger issue of I don't know where to even begin, and while I'm sure there are enough online resources that I could figure it out, I don't think I want to invest the time to do that! lol. There is a bigger chance I would make an OStim compatibility patch before I even think about converting to .dlls.
  5. From the sounds of it, most everything is going to be handled with either the scripts _SLSubmitScene or _SLSubmitSexScene (OG SL or SLP+ version, depending on which you use), or one of the dialog options from the only quest, _SLSubmit, and any corresponding script from dialog. You can see all of the Messages, and each one is labeled according to the corresponding script they are called from, with just a # to distinguish multiple message per script. Between these, that is where I would start looking if/when I could replicate the wonky displays. No other mods *SHOULD* cause a problem, as Submit uses 100% custom files, and I modify nothing of the stock game. However, functionally, there is some redundancy with similar mods, such as Defeat, so there is a non-zero percent chance that two (or more) mods try to do the same thing at the same time and one gets confused.
  6. Yes, I think I did run into that while testing an earlier scenario in Mistwatch, the first time I got robbed/etc, nothing. But on *subsequent* ones, yes, I was hearing the rapid "equip/unequip" sounds. Didn't see the Brawling/Not Brawling, but I know where that is, and I'm sure it's related. Thanks for the reminder, I'll look into that later today, bundle that in with the other handful of fixes. [Edit] And, naturally, I go back to a bandit camp, get robbed/raped/etc, then let it happen over and over, second and subsequent clearly with no gear to steal, and now nothing. No spamming the equip/unequip sounds other than the bandits drawing/sheathing their weapon where appropriate. 🙄
  7. Okay, now I had a string of 4 bandits that had been submitted and bountied, making the trek from Riverwood to Whiterun's outskirts to turn them in, got attacked by two wolves, killed them, and now the 4 bandit ladies went aggro (didn't attack). Now that I was able to replicate the issue, I can troubleshoot it. (I mean, technically, a bandit NPC trying to take advantage of you being in a fight and going aggro makes total sense, and you can just auto succeed on a re-submit, but that wasn't what was intended. lol) [Edit] Okay, that seemed simple enough. I had previously set the Ignore Combat flag on their AI Package once they were set the ActorBounty# Alias, but I didn't set the No Combat Alert flag. I guess that let them still pop the aggro condition. Setting that flag with the same scenario from earlier, now they fully ignored the wolves. I also made sure to reset the Protected flag when you declare you will turn them in for a Bounty: akSpeaker.GetActorBase().SetProtected(True) (I had fiddled with that a few weeks ago because the guards weren't executing them, only to find out the issue was the Golden Saints Bandits have a faction wide 'Protected' flag.) So now, in my test scenario, with 2 wolves chomping into 4 bandits being turned in for bounties, they stagger but don't die. I'm gonna keep holding off for a few days to give CGi a chance to update the German strings for Localization. If I don't hear anything by next weekend, I'll just update as is.
  8. 2014 was the last update for the LE version of Submit, so ~12 years ago for myself as well! As for animations, there's a bunch of them out there, but personally I only use Leito, Anubs, Nibbles, and BakaFactory. And since I run SLP+, they are all SLSB conversions. As for new features, I highly doubt any new ones will be added by *me*. After spending a few months of free time after work resurrecting this thing, and building out my own modlist, I'm more interested in playing other than bug fixes/refinements I come across while playing. That said, if someone made an LE plugin for Devious Devices (It wasn't me), and they or someone else wants to update to it to work with the SE version, be my guest!
  9. Moving on to the second scenario, I stayed in the same testing spot, Mistwatch, after I was bound and let the 15sec checks build until they finally triggered again, and also once I failed by too much on the escape attempt and auto-retriggered. So after I finally escaped, I ambushed the nearest one, had my way with her, then beat down and used the Shout on a few other bandits, and had my way with them. (And got my stuff back!) At no point did I have any erroneous alias' popping up, or the wrong message, or any of the other reported things. Now I'm going to move on to the final check, gonna put a bounty on this bandit, run around until a wolf or something attacks, and see if he goes aggro. Edit: Nope, I immediately found a pack of 4 wolves, smashed them with my hammer, turned around to check my orc bandit, and he was politely waiting there watching: So, I was unable to replicate any of the reported issues, however, I did feel the intended message for when it rechecks to see if any repeat assaults are triggered was ambiguous, so I am going to update that. [Edit 2] Given the two updated Message Strings affect Localization, I'm going to give CGi a chance to update the German translation before I post the update.
  10. Okay, so sat down to try and recreate the first from the above scenarios. Loaded up the LAL mod, created a new test lady, went out, immediately got attacked, submitted with "multiple assault" MCM option turned on. The first ping started at 0%, then increased by 10% every 15 second until eventually the rolled value triggered it, as designed. That said, I think the phrasing was ambiguous, since I was saying "Success Change", which would imply something 'Good' would happen, as opposed to the more neutral "Trigger Chance". So I changed out the text of the message string, and flipped the algorithm in the script to be more intuitive. Here's an example of the updated string after the second check, when the Trigger Chance is still relatively low: But at no point did I get a message saying I had already submitted to them. On the off-chance that you are experiencing a similar script lag like when I was trying to test Creature Support in Submit, and surrendering to them inconsistent and unreliable, this solved my problems: https://www.nexusmods.com/skyrimspecialedition/mods/77779 Now on to try and replicate your other scenarios.
  11. 1) The first part, regarding repeated rapes of the player, there is an MCM option that needs to be turned on for repeated rapes to even be active. And even if they are enabled, they aren't 100% guaranteed every 5/10/15 seconds, depending on which is selected. That is just how often it checks to see if any nearby enemies are feeling like taking another turn. That chance is an algorithm based on a few variables, such as their given lust, etc, but the chance will increase over time, so eventually it should happen again. Similarly, if you try to escape, and fail badly enough, it will also auto-trigger another round of fun with your captors, assuming the corresponding MCM option is turned on. 2) As to the various Alias-related issues, well, I didn't see *that* particular scenario. But what you're describing isn't even the wrong Alias, but the full on wrong *Message* firing, which doesn't make sense, as those are specific to different script/functions. I'll try to recreate the exact scenario you described, but that doesn't make sense. 3) Similarly, I didn't see my bounties re-aggro tonight while playing, however, I made it so that if you use the shout/grapple on any that had previously submitted, it will auto-succeed, which will re-pacify them. The same will hold true if you submit them, do whatever to them, then just leave them before coming back to the area later. They will be aggro again, but any submit will auto-succeed on them.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
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