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dkatryl

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  1. Upcoming Patch Notes (WIP) New MCM Option - "ActorNPC 'Forced' Required Active" - Toggle this option on to require non-consensual scenes that involve only ActorNPC types to have 'Aggressive' (SexLab) or 'Forced' (SLP+) animation tags. This will apply for both the Player as the Victor and Victim. (On by default) New MCM Option - "ActorCreature 'Forced' Required Active" - Toggle this option on to require non-consensual scenes that involve only ActorNPC types to have 'Aggressive' (SexLab) or 'Forced' (SLP+) animation tags. This will apply for both the Player as the Victor and Victim. This will also apply to the Player if they are in Werewolf or Vampire Lord Beast Form. (Off by default) There may still be Femdom/Lesbian/Gender restrictions, but these new MCM options should give greater animation choice. Non-Sentient Creature checks reverted back to original default list of Skyrim Creature Races. If anyone wants to add custom races to the list, they can modify "Function NonSentientNPC(Actor Target)" in _SLSubmitQuest script. Player Surrender to ActorCreature now limited to single pair scenes. If there are multiple Creatures, at the end of the scene, it will look for any in range that haven't gone yet, repeating until there are none left. This is because I'm not doing a check to make sure a valid 3, 4, or 5 Creature animation exists, not to mention mixed Creature scenarios. If you have a Follower, a second Creature will still go for them, including subsequent rounds if there are more left waiting. Player Surrender to ActorNPC is largely the same. A second NPC will split off for your Follower if you have one, otherwise, they will engage in a threesome with the Player. (I'm not doing checks for 4 or 5) The only major difference is I am no longer having the 'second NPC' have a second turn by themselves after the first round is finished. However, like the ActorCreature, at the end of the scene, it will look for any in range that haven't gone yet, repeating until there are none left. Player Surrender to ActorNPC's scene order has been modified. Now, instead of robbing the player immediate before the sex, it will only strip what the Player has set in their Framework setting. After the first round's scene is over, the primary NPC will kneel by the fallen Player and then steal their gear (if MCM option is turned on) and gold.
  2. Well, went out to find some random Creatures to submit to look into the reported behavior, and already realized I overlooked something in the timing of when the Calm effect was applied when the player surrenders in a big group. 🙄 Guess I'll be putting up 1.1.1a shortly once I make the change and test it. Most Recent Changes v1.1.1a - (23AUG26) Reverted when the Calm effect was placed on hostile NPCs after surrendering. Was trying to prevent them from sheathing/drawing weapons in the leadup scene, but was causing issues with initial revision. Will revisit this part and try and come up with something cleaner that doesn't leave potentially hostile NPCs in the middle of the scene just to avoid a cosmetic scene hiccup. Now back to Creature hunting to go get my poor test girl knocked up with puppies or something!
  3. Most Recent Changes v1.1.1 - (23AUG26) crAtronachFlameFlames was erroneously modified when it had no reason by Submit. Deleted the reference from the mod. Discovered a couple default animations (like Power Bash) that were erroneously edited when making Submit versions. These edited ones have been removed from the mod to avoid unintended conflicts. Submit Ambush & GrappleSubdue changed from Contact to Target Actor with a Distance of <= 5. This means the cursor just needs to be pointing at them and within 5'. This will be much more forgiving for positioning than the very restrictive 'Contact'. (5' is roughly Pickpocket distance.) Submit GrappleSubdue function rewritten to be less clunky. Will now simply play a bash animation if weapons/shield/bow are equipped. Will 'cast' equipped spell if RH has a spell instead. If a staff is equipped in the RH, it will cast the spell in the LH. If a staff is equipped in the RH, and no spell in the LH, it will cast a custom 'spell' to give a visual effect. In all cases, Player physical/magical damage will be briefly set to 0 to avoid killing the NPC. Renamed Grapple to Subdue. Submit Ambush also cleaned up a bit to be less clunky, no longer swapping out weapons and such before it plays the 'Choke' animation. Werewolf Shout removed. Replaced with a close quarters attack (Visually will use the 'Backhand' animation.) Like the Subdue option, damage will be briefly set to 0 to avoid killing the NPC from the Backhand. Vampire Lord Shout was changed to only work in 'Casting' Mode, and the projectile was shortened to only 250' from the default 1000'. In 'Melee' Mode, it will now use the Right Hand Power Attack to be close quarters. Like the Subdue option, damage will be briefly set to 0 to avoid killing the NPC from the Backhand. Functionally both the Werewolf and Vampire Lord 'Submit Hotkey' abilities will work the same as before, they were just changed to be melee where it made more sense. In both cases, a successful submit from these will auto-initiate sex against the target if the MCM option to allow rape is turned on. In no cases will the NPC Auto Submit feature auto-initiate sex against any NPC. For the non Beast Form races, all sex is still initiated via dialog. For the Beast Form races, just use your Hotkey ability. Previously, Werewolf/Vampire Lords could not surrender, and losing to an NPC meant death and reloading. Now, both Werewolves and Vampire Lords can manually and auto-surrender just like non Beast Form races. Upon surrendering, the player will automatically revert back to their normal form, and from there, everything will play out like normal. Death-Proofing as Beast Forms works the same. It will auto revert back to base race, then continue to surrender like normal. Brawling with NPCs will no longer be checked with regards to the Protected status with Death Proofing, as that is a very niche thing, and you can just manually turn off Death Proofing in the MCM if/when you Brawl in town. This also allows mods that develop Unarmed Combat to continue to use the Death Proofing together. Initial Player Surrender Scene has also been rewritten to be less clunky. Instead of the NPC victor sheathing/unsheathing a couple of times to punch you in the face, they will keep their weapons out and just use their own version of the Subdue attack, bashing with physical weapons or a quick spell cast. Everything from the stripping of gear on is basically the same, with just some minor tweaks under the hood. Changed the Triss plugin to .ESL. (I doubt this will affect anyone but myself, but who knows! lol) Planned Upcoming Updates: Tweak scene setup for both Player as Victor and Victim. Currently, the robbing of the NPC/Player happens at the beginning, which makes the target fully naked, which doesn't allow for respecting any kind of undress options. Will experiment with swapping the order, and having the robbing part happen *after* any sex. It is very easy to trigger a melee animation via scripts, but casting animations are not as easy. I used some workarounds in the v1.1.1 update, but I was fully satisfied with them. I might have a way to implement this and have the casting animations play as intended, but I didn't want to delay the update while I fiddled with that, as it was purely cosmetic. Look into the reported functionality of the Player surrendering to Creatures, in particular ones that are classified as "Non-Sentient", which currently is anything that isn't ActorNPC or certain strictly defined ActorCreatures. If I can't find a stable solution, I will revert back to strictly defined ActorCreatures for both categories, and not worry about custom races. Any other bugs that I discover in my own play or are reported here in the meantime.
  4. There's a reason that I originally specified which races were valid. Because once you allow *anything* that doesn't fall under ActorNPC or ActorCreature that was specifally defined as "Sentient" (Draugr & Falmer for instance, are included in this list) then anything else that is ActorCreature is allowed. Which would include custom Creature/Races. Even if you don't have valid animations to support that pairing, which will become more likely once you start adding in custom races/creatures. And I can say in my previous Creature testing, prior to opening up the "2" option to anything that moves, Wolves and such were very consistent. I will take a look at the current setup (after I post the next update here in a moment) and see if there is an obvious fix to whatever is going on, but given that 1) I don't really even use the player surrender portion of the mod, and absolutely don't use the Creature portion, and 2) It was stable before I opened up the Non-Sentient Creatures, the resolution may be just going back to having them strictly defined to default Skyrim Creatures and not worry about custom ones. [Edit]Prime example in my testing just now: Wolf Pups and Sabre Cubs. Those are valid ActorCreature, but not valid for any animations. So yeah, I see myself reverting back to how it was. Looks like the Pups/Cubs used the default races. And then when they got called to animate, they exploded to the full adult model, then back to the pup/cub. lol. Still, I see myself going back to the previously defined Non-Sentient list, because in "Skyrim Immersive Creatures" alone, there's mechanical dragons, lesser shoggoth, gehenoth, dwarven droid, and more. So many things that probably have 0 animations that would have then been valid and would have started a scene only to fail. [Edit]Similarly, I'm going to limit Creatures to couples animations only. No threesome (or more), with Creatures, as that is getting more and more niche and I don't want to listen to "why do they just stand there?" when one can have a combination of different species, Creatures and NPCs, or just simply a pair of things without any installed animations for. Multiple Creatures will just have to take a number, form a line, and wait their turn.
  5. I spent the evening mostly cleaning up the surrendering stuff. I decided to change up the beat down scene NPCs would do on the player when they surrender, and instead just use the updated Bash style subdue attack that the revamped Grapple (Name change pending?) now uses. This means the enemy NPC no longer sheathes/unsheathes their weapons 2-3 times per lead in. (Unless they are an NPC Vampire, because they will still do their original 'Feed' attack) They should now remain hostile looking until they are completely done with you, and you are left bound. Then they will relax and go about their merry way, with your gold (and possible gear!) in their pockets. With that cleaned up, now it's back to trying to figure out what to do with the death-proofing part with Beast Races, and if there is any feasible work around short of hard triggering a surrender at <= 10% or so. [Edit]Death-Proofing for Beast Forms works just fine after all. The problem was the 'Brawling' check, which turns the Protected status off so you could 'lose' a Brawl, was getting confused because Werewolves and Vampire Lords don't equip weapons, so they were being treated as Brawling, and was turning off the Protected status. I commented those checks out, and suddenly, Death-Proofing for them worked perfectly, allowing them to revert back and surrender normally. That means the last thing I was working on is now resolved. I just need to decide what I'm going to do with Brawling, but those are so niche, I may just say fuck it, just manually turn off death proofing if you're brawling in town. Other than that, I'm gonna take tomorrow to double check that I removed all of my debug.notifications in various scripts for testing and whatnot, and hopefully didn't overlook something obvious and stupid, and if nothing comes up, I'll be looking to update sometime Sunday afternoon/evening. Upcoming Patch Notes (WIP): crAtronachFlameFlames was erroneously modified when it had no reason by Submit. Deleted the reference from the mod. Discovered a couple default animations (like Power Bash) that were erroneously edited when making Submit versions. These edited ones have been removed from the mod to avoid unintended conflicts. Submit Ambush & GrappleSubdue changed from Contact to Target Actor with a Distance of <= 5. This means the cursor just needs to be pointing at them and within 5'. This will be much more forgiving for positioning than the very restrictive 'Contact'. (5' is roughly Pickpocket distance.) Submit GrappleSubdue function rewritten to be less clunky. Will now simply play a bash animation if weapons/shield/bow are equipped. Will 'cast' equipped spell if RH has a spell instead. If a staff is equipped in the RH, it will cast the spell in the LH. If a staff is equipped in the RH, and no spell in the LH, it will cast a custom 'spell' to give a visual effect. In all cases, Player physical/magical damage will be briefly set to 0 to avoid killing the NPC. Renamed Grapple to Subdue. Submit Ambush also cleaned up a bit to be less clunky, no longer swapping out weapons and such before it plays the 'Choke' animation. Werewolf Shout removed. Replaced with a close quarters attack (Visually will use the 'Backhand' animation.) Like the Subdue option, damage will be briefly set to 0 to avoid killing the NPC from the Backhand. Vampire Lord Shout was changed to only work in 'Casting' Mode, and the projectile was shortened to only 250' from the default 1000'. In 'Melee' Mode, it will now use the Right Hand Power Attack to be close quarters. Like the Subdue option, damage will be briefly set to 0 to avoid killing the NPC from the Backhand. Functionally both the Werewolf and Vampire Lord 'Submit Hotkey' abilities will work the same as before, they were just changed to be melee where it made more sense. In both cases, a successful submit from these will auto-initiate sex against the target if the MCM option to allow rape is turned on. In no cases will the NPC Auto Submit feature auto-initiate sex against any NPC. For the non Beast Form races, all sex is still initiated via dialog. For the Beast Form races, just use your Hotkey ability. Previously, Werewolf/Vampire Lords could not surrender, and losing to an NPC meant death and reloading. Now, both Werewolves and Vampire Lords can manually and auto-surrender just like non Beast Form races. Upon surrendering, the player will automatically revert back to their normal form, and from there, everything will play out like normal. Death-Proofing as Beast Forms works the same. It will auto revert back to base race, then continue to surrender like normal. Brawling with NPCs will no longer be checked with regards to the Protected status with Death Proofing, as that is a very niche thing, and you can just manually turn off Death Proofing in the MCM if/when you Brawl in town. This also allows mods that develop Unarmed Combat to continue to use the Death Proofing together. Initial Player Surrender Scene has also been rewritten to be less clunky. Instead of the NPC victor sheathing/unsheathing a couple of times to punch you in the face, they will keep their weapons out and just use their own version of the Subdue attack, bashing with physical weapons or a quick spell cast. Everything from the stripping of gear on is basically the same, with just some minor tweaks under the hood. Changed the Triss plugin to .ESL. (I doubt this will affect anyone but myself, but who knows! lol)
  6. Okay, manually surrendering as a Werewolf/Vampire Lord, or having the Auto Surrender because your health fell under a certain threshold work as expected now Both will trigger the surrender, and you'll revert back to your normal race form. There is a bit of a delay due to the reverting, nothing I can do about that, as that is the engine and the Werewolf/Vampire quest stages doing their required stuff, so don't be surprised if there is about ~4-5 seconds of everyone just standing there. But then you'll put your hands up to surrender, and everything from that point on will play out like normal. The only thing that I still don't have a solution for yet is death-proofing Beast Forms. Neither one has a "Bleedout" state, and they just rag-doll to the ground. Rag-dolling breaks the death-proofing, something I even wrote into the MCM description back in the LE version ~12 years ago, and part hasn't changed. If I can't find a nice and clean solution, I may just have to set an automatic health threshold to auto surrender if 'death proofing' is turned on, at like, I don't know, <= 10% or something, to try and give enough of a buffer. Won't stop massive hit damage from killing you, but at least it'd be something.
  7. Because it's pretty lightweight, and modifies no existing files. (Other than a few erroneously that will be corrected in the next update I am currently working on) Just make a hard save, install it, then go run into a random bandit camp and either beat them down or let them beat you down. Or both, I won't judge. And that's just the combat part. For the rest, go visit town and chat up your favorite NPC and get all up in their business. Just don't let a guard catch you, you filthy pervert! If you like it, great. If not, just remove it and go back to your hard save.
  8. Lol, sorry, couldn't resist! 😁 I don't have any screenshots or videos, but either way, that is vaguely worded. With the player as the victor or victim? The player as a Werewolf/Vampire Lord, or regular race? Which reminds me, I never thought about what happens if the player is the victim while they were currently in either Beast Form. Not too many animations where the *Beast* is the submissive in a forced scene. I guess the most obvious thing is to have them revert forms back to baseline race and then let it play like normal. [Edit]Actually, I *DID* think of that ~12 years ago, and I just have the player be killed if they are in either Beast Form. However, I just learned how to revert either form, and it was super easy, so I'll just do that, so instead they can just surrender, revert back to normal, bandits or whatever have their way, they are tied up, then once free, they can resume Beast Form and continue. Much better!
  9. I'm still seeing the issue where the camera's horizontal movement is locked during sex animations as a Werewolf, but it doesn't seem to be an issue as a Vampire Lord. I think it's either a Framework issue or something else, but I'm not thinking it's a Submit issue. But other than the camera not rotating, getting into the scenes seems to be consistent. Satisfied with the change I made to the Werewolf trigger. Instead of the 'Shout' clone it used to use, it will now trigger a Backhand animation, which given the melee only approach of the Werewolf, seemed more fitting. This should also greatly cut down on more than one NPC being hit at once. The Vampire Lord is almost there. Melee mode was simple, but Spell mode is never as easy, because making them do casting animations is so much trickier. Still fiddling with different options, but I think I've settled on something I'm satisfied with.
  10. Okay, back to Beast Form shenanigans. The irony is that, due to the game engine wanting to disable spell effects from working when in Werewolf form, it was easier to just make use of the new NPC Auto Submit feature, and have it passively "on" at all time, but only functioning fully when the MCM option is turned on. But in the event that Beast Form creatures (Werewolf and Vampire Lords) do *their* thing, it can be used to trigger the scene. Still have this weird camera bug that rotates the player mid sex animation, and then when the scene has concluded, basically clipping through walls. I'm not sure if that is a SLP+ issue with Werewolves or my mod. I know there was an update released recently specifically about the Player clipping through walls if you do a quick load in the middle of the scene until you close/relaunch Skyrim. Guess I'll install the update and rule out a Framework issue or not. [Edit]It appears it was a Framework issue after all. Updating from SLP+ 17.1 to 18.1 fixed the spinning in circles during the scene, and the clipping through walls after the scene. Also the "quick loading mid-scene doesn't break the player state, forever clipping until you restart the game" The only thing not quite right at the moment is the camera only pans up and down as a werewolf, won't pan left or right to circle around me the way it does when I'm default race. I'll look into it a bit more to make sure that's a Framework issue and not something related to how I'm setting up the scene.
  11. Yep, outside of anything Speech related, which will be normal NPC Interactions, everything in Submit is handled via the singular Hotkey, where the actual function is context dependent for simplicity.
  12. I have plans to revisit some of the scene setup stuff, both for the player as Victor and Victim, but not in the immediate future. If you want to change it yourself in the meantime, _SLSubmitScene script, look for: Function PlayerSurrender(Actor Victim, Actor Victor, Actor Victor2) And go to town.
  13. Given you are looking at NPC dominant ones in particular, you will want to look here mostly: Start with removing the -Femdom to re-allow them. The chief reason I did that was because there were times when it would get confused and have the female Player do a Femdom against what *should* have been the male dominant NPC. And it was becoming more of a hassle than I cared to deal with.
  14. 100% of sex scenes (consensual and non-con, and player as aggressor or victim) are handled in the _slsubmitsexscene script. Keep in mind, this is the only script that has two versions, depending on if you are running OG SL or SLP+ (Like me.) And yeah, I was aware that femdom, and especially F/F, were very rare, so that is why by default, I set up the NPC dominant scenes with them set to "Futa" and the player set to "Female". That way male players can get pegged! (But really I didn't feel like trying to come up with every conceivable variation, especially for a section that I don't even use myself.)
  15. In the MCM, if you mouse over the Player Submit option under the Player as Victim section, it describes what happens. Pre-1.1.0 you have to scroll down. 1.1.0 onward, I broke them up into 3 pages for easier navigation. The hotkey to escape is the same hotkey that the rest of the mod uses, as it is context dependent. (Ambush/Shout/Escape/etc) To minimize that portion, I would recommend turning off Multiple Assaults Active & Hardcore Escape Active. I would also set the Binding Difficulty to 1.
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