-
Posts
2105 -
Joined
-
Last visited
-
Days Won
3
-
SexLab Submit SE v1.1.4d - (13SEP26)
dkatryl replied to dkatryl's topic in Downloads - SexLab Framework SE
I was browsing some older threads earlier tonight, and I found the one for the LE version of the mod where Devious Devices was added in. One of the comments about Submit, in particular the Player as Victim, and escaping being bound, is that it's pretty much just spam the hotkey until RNG lets you go, and hope you don't trigger another round of gang bangs if you have that MCM option turned on. Well, I don't really care about that half of the mod as much as Player as Victor, but it's a fair point. So, I will expand on that a little bit, and make it so that if you spam the Hotkey and get free, nothing much changes. *But*, if you have the repeat option turned on, if you fail badly enough to draw their attention, instead of just triggering an automatic gang bang repeat, I will have a single NPC come over, give you a little smack, then initiate a dialog. From there, you will have three options: Seduce - This is the lower risk/reward option. Offer to make them feel *reeeal* good if they would just let you go. Dialog success means plays a consensual scene, and then you are freed. (Which will still start the 1min counter before the rest re-aggro!) Dialog failure means they just play a non-consensual scene with them, ending up being rebound, and start over. Intimidate - This is the higher risk/reward option. "Let me go or else!", but with a similar penalty to trying to seduce a married NPC in town. Probably impossible for newbie characters, but if developed enough, maybe! Dialog success (despite a hefty penalty to the chance!) means they just let you go. (Which will still start the 1min counter before the rest re-aggro!) Dialog failure means not only will they play a non-consensual scene, but they are gonna call all of their friends to come join in! Oopsie! Apologize - This will result in the NPC just giving you a warning, but nothing else... the first time! If you fail again enough to catch their attention, they will automatically play a non-consensual scene, and then reset everything. (Allowing you to apologize once more.) That's the revision I have in mind. I'm not gonna do anything crazy elaborate, because I don't even use this half, but this should hopefully give a little options for interaction than just spamming the button and hoping for RNG.- 365 replies
-
1
-
- sexlab
- combat rape
-
(and 3 more)
Tagged with:
-
SexLab Submit SE v1.1.4d - (13SEP26)
dkatryl replied to dkatryl's topic in Downloads - SexLab Framework SE
The question is probably less if *this* mod will run on SSE 1.5.97 and more will OG Sexlab (Or SLP+) run on that. Other than some SKSE API and of course the Sexlab specific stuff, there is nothing in Submit I am aware of that should have a problem, as I don't compile .dll's and such. I don't know what B.E.E.S is, so you're asking the wrong person. And Ostim is a Framework, just like SexLab. Again, you're asking the question in the wrong place. That should be asked in the actual Framework threads. As it is, I only make reference to SexLab API's, so *this* mod should effectively be inert with regards to Ostim.- 365 replies
-
- sexlab
- combat rape
-
(and 3 more)
Tagged with:
-
SexLab Submit SE v1.1.4d - (13SEP26)
dkatryl replied to dkatryl's topic in Downloads - SexLab Framework SE
Upcoming Changelog (WIP) Fixed - NPC Auto Submit function was firing when some of the Hotkey initiated Submit methods were used, causing redundant scripts to be running simultaneously, due to the OnHit() Event nature of the NPC Auto Submit. Cosmetic - Tweaked the "Hostile NPC Bounty" scene. QoL & Balance - Added a temporary Faction Flag to NPCs when the NPC Auto Submit is attempted. If successful, it will suppress extra hits (such as a DoT) from spamming the result in the upper left until they have recovered enough to stand up. If unsuccessful, there will be a flat (1) second pause before it can check again. Again, this is so that spamming something like a channeled level 1 fire spell isn't trying to do several checks a second. Expanded - For Player as Victim, after they are bound, during the escape attempt, if one of the captors notices you, instead of just automatically starting the whole gang-bang over again, there will now be dialog options to attempt to 'negotiate' for your freedom. The first one isn't broken, as it's been that way pretty much since the NPC Auto Submit was added. It's just redundant scripts that weren't intended to fire like that. So not in a rush to update, and I'll continue to play for a bit and see if anything else comes up.- 365 replies
-
- sexlab
- combat rape
-
(and 3 more)
Tagged with:
-
SexLab Submit SE v1.1.4d - (13SEP26)
dkatryl replied to dkatryl's topic in Downloads - SexLab Framework SE
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: [Edit] I was curious, so did a quick google search, and the closest it said was: So assuming it is based on the filename and not the actual FOMOD's .xml files, I tried renaming the most recent one to SexLab Submit SE 1-1-4d.7z and *that* gave this result in MO2 So if it's just a matter of removing the "v" in the filenames, that's an easy one to address.- 365 replies
-
1
-
- sexlab
- combat rape
-
(and 3 more)
Tagged with:
-
SexLab Submit SE v1.1.4d - (13SEP26)
dkatryl replied to dkatryl's topic in Downloads - SexLab Framework SE
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- 365 replies
-
- sexlab
- combat rape
-
(and 3 more)
Tagged with:
-
SexLab Submit SE v1.1.4d - (13SEP26)
dkatryl replied to dkatryl's topic in Downloads - SexLab Framework SE
v1.1.4d - (13SEP26) Updated German translation for MCM provided by CGi.- 365 replies
-
- sexlab
- combat rape
-
(and 3 more)
Tagged with:
-
Sexlab Submit for SE
dkatryl replied to OblivionChef's topic in Downloads - Skyrim: Special Edition Adult Mods
Well, I appreciate people trying to keep the mod alive in SE-land while I've been off playing other games and stuff for the last decade. lol The good news is that I kinda had a hankering for some Skyrim ~6months ago, and after installing SE, I decided to revive my mod. So, in the off chance that anyone winds up here, allow me to point you to there: -
SexLab Submit SE v1.1.4d - (13SEP26)
dkatryl replied to dkatryl's topic in Downloads - SexLab Framework SE
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: Which, if the DD cuffs interfere with these idle calls, then I could see that making the final bit not play correctly?- 365 replies
-
- sexlab
- combat rape
-
(and 3 more)
Tagged with:
-
SexLab Submit SE v1.1.4d - (13SEP26)
dkatryl replied to dkatryl's topic in Downloads - SexLab Framework SE
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.- 365 replies
-
- sexlab
- combat rape
-
(and 3 more)
Tagged with:
-
SexLab Submit SE v1.1.4d - (13SEP26)
dkatryl replied to dkatryl's topic in Downloads - SexLab Framework SE
I made a ~2min video of my test scene with 6 bandits working as expected: 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.)- 365 replies
-
- sexlab
- combat rape
-
(and 3 more)
Tagged with:
-
SexLab Submit SE v1.1.4d - (13SEP26)
dkatryl replied to dkatryl's topic in Downloads - SexLab Framework SE
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.- 365 replies
-
- sexlab
- combat rape
-
(and 3 more)
Tagged with:
-
SexLab Submit SE v1.1.4d - (13SEP26)
dkatryl replied to dkatryl's topic in Downloads - SexLab Framework SE
Most Recent Changes v1.1.4b - (12SEP26) Fixed - Wasn't checking that both Bounty Aliases per slot were == None to avoid double assigning NPCs to the same slot and having one be kicked out and going aggro. Auto vacate Bounty Slot of any NPC that happens to die along the way to the turn in. QoL Tweak - Declaring an NPC will be turned in for a Bounty will automatically make any currently "Bounty Stay" NPCs on their knees regain their feet, so you don't have to manually talk to each one, similar to telling any to "Wait here" will make all of them drop to their knees. Fixed - The Death Proof with Necro scenes had some misleading issues due to how PushActorAway suppresses UI messages and resets Game.EnablePlayerControls(). Tweaked scenes to work around these issues. Updated German translation for Strings provided by CGi. (I expect CGi will provide the updated German MCM in the near future. I'll update when I get that.)- 365 replies
-
1
-
- sexlab
- combat rape
-
(and 3 more)
Tagged with:
-
SexLab Submit SE v1.1.4d - (13SEP26)
dkatryl replied to dkatryl's topic in Downloads - SexLab Framework SE
Yep, that confirms what I already saw. See previous post. I'm about done tweaking. I have the whole thing working better, working around the quirks of the ragdoll. There is just one part of the scene that isn't performing correctly. Once I get that working as intended, I will update with the above WIP Patch Notes. [Edit]Looks like I derped on a conditional, so basically an entire Function wasn't working. Glad I kept at that instead of writing off the one smaller piece as cosmetic only. So now just a bit of extra last minute checks, and then it's prep the update time, [Edit]Eh, the more I re-run these scenarios, the more I'm inclined to rework them some more so I'm not fighting the messages getting suppressed and wonky timing issues affecting the *next* animation due to how the ragdolling works. (You have to be COMPLETELY out of it, not just still standing up, which leads to big laggy waits) And it will probably get tedious waiting for some slow standup for every scene transition. So gonna rework this. Might finish tonight, might be tomorrow.- 365 replies
-
- sexlab
- combat rape
-
(and 3 more)
Tagged with:
-
SexLab Submit SE v1.1.4d - (13SEP26)
dkatryl replied to dkatryl's topic in Downloads - SexLab Framework SE
Did you lose by using the hotkey while sheathed to manually surrender, auto triggering when < #%, or when you hit zero life and the Death Proof triggered with the Necro option turned on? I just ran some tests with 2-6 bandits. Manually surrendering and auto triggering while < #%, but still > 0, all triggered just fine, up to and including the final bit where you get bound. The Death Proof with Necro, yeah, I did notice there was a short window where you could walk around before the binding triggered. And for some reason, the messages sometimes displayed and sometimes didn't, but only on the Necro variations of the functions. [Edit] Yeah, it looks like what I was using to make the Player ragdoll like they were unconscious after the Death Proof kicked in is the culprit: PlayerRef.PushActorAway(PlayerRef, 0.0) This causes the ragdoll effect, which triggers the 'Death Cam', and *THAT* suppresses messages. It also seems to auto enable player controls when it ends. And I only use it in this situation. So, I will look into tweaking the Post scene to work around this behavior.- 365 replies
-
- sexlab
- combat rape
-
(and 3 more)
Tagged with:
-
SexLab Submit SE v1.1.4d - (13SEP26)
dkatryl replied to dkatryl's topic in Downloads - SexLab Framework SE
If there were more than two, after they each had their turn, at the end, were you free and it told you to run away, like if a non-humanoid creature was involved? Because I did several tests where I would spawn 3-6 bandits, wait it out, and I would be tied up every time once they had all finished.- 365 replies
-
- sexlab
- combat rape
-
(and 3 more)
Tagged with: