Jump to content

Old SexLab Submit - (Merge into the current Submit thread?)


Recommended Posts

 

  • 17JUL13, ~2312CST: 

  • Made it so if the Hotkey is pushed while standing, weapon sheathed, and not in combat, the player will draw their weapon instead of doing nothing

  • Added a 'Calm' effect to the Ambush, Shout, and Grapple, in an attempt to override whatever mystery mod is sometimes making NPC's re-agro, despite having an Aggression set to 0 and being told to StopCombat()

  • Removed the MCM language files from the .BSA and packaged them as loose files for easier access in case they need to be modified by a user for typos, updates, etc.

 

For those that had the mystery re-agro conflict, please try this update out and tell me if the 'Calm' effect does anything.  It is applied when the Shout/Grapple succeed, as well as when the Surrender() function is called, which is both during an Ambush, as well as when using the Dialog.  It lasts for 60 sec per cast, which should be plenty long enough to begin and finish doing whatever you want to do.

 

 

I suspect the mysterious "Re-aggro" thing is related to mods changing the combat or combat-AI in some way. I had this issue until i disabled my "Skyre_Combat.esp" and "Skyre_EnemyAI.esp". Yet to try it with yesterdays version, maybe it works now.

 

Edit: Alright, it seems to be working regardless of AI-mods now with the calm effect, good job!

 

Edit 2: Sometimes atleast...

Link to comment

 

 

  • 17JUL13, ~2312CST: 

  • Made it so if the Hotkey is pushed while standing, weapon sheathed, and not in combat, the player will draw their weapon instead of doing nothing

  • Added a 'Calm' effect to the Ambush, Shout, and Grapple, in an attempt to override whatever mystery mod is sometimes making NPC's re-agro, despite having an Aggression set to 0 and being told to StopCombat()

  • Removed the MCM language files from the .BSA and packaged them as loose files for easier access in case they need to be modified by a user for typos, updates, etc.

 

For those that had the mystery re-agro conflict, please try this update out and tell me if the 'Calm' effect does anything.  It is applied when the Shout/Grapple succeed, as well as when the Surrender() function is called, which is both during an Ambush, as well as when using the Dialog.  It lasts for 60 sec per cast, which should be plenty long enough to begin and finish doing whatever you want to do.

 

 

I suspect the mysterious "Re-aggro" thing is related to mods changing the combat or combat-AI in some way. I had this issue until i disabled my "Skyre_Combat.esp" and "Skyre_EnemyAI.esp". Yet to try it with yesterdays version, maybe it works now.

 

Interesting, I recently downloaded an AI combat mod (ERSO 30) and I have a hard time to calm down NPC in my mod too...

Link to comment

I just tried this update, with my female PC, bow specialist.

I went to a bandit camp, and directly tried to surrender to them. She "showed" her bow while having the arms up, and normal script happened. I noticed an panty undressing animation, that I didn't saw before.

 

But the first time, after taking my character bow, the both bandits attacked again. New surrender, and then normal script happened: undress then sex scene.

 

I reload my save, surrended again, and then, normal script happened in the first time!

 

I don't know if it's really a problem, as some bandits just want to kill you, and don't care if you submitted! :D

 

Great mod, by the way!

 

The bigger problem is when you force the NPC to submit, it succeeds, and then they *still* re-agro.

 

I didn't think of adding a calm effect to them surrendering.  I blame my CK getting confused by a backup script file IN A COMPLETELY SEPARATE FOLDER that made me waste half my evening play/mod time figuring out. :P

 

I suppose I could do that as well, just in case.  I didn't apply any kind of a cooldown or stamina cost to the surrender, so other than the period where I make the player lose control in order to actually do the surrendering, at least there you can immediately reattempt it, but there's no reason for them not to reliably drop hostilities.

Link to comment

I suspect the mysterious "Re-aggro" thing is related to mods changing the combat or combat-AI in some way. I had this issue until i disabled my "Skyre_Combat.esp" and "Skyre_EnemyAI.esp". Yet to try it with yesterdays version, maybe it works now.

 

Edit: Alright, it seems to be working regardless of AI-mods now with the calm effect, good job!

 

Edit 2: Sometimes atleast...

 

That is my suspicion as well.

 

And since I don't have any of those AI combat mods, I have never experienced these issues that people have experienced.  So I was trying what I could think of to work around some OTHER mod that is forcing the moron NPC's to continue to fight.

 

Aggression 0 + StopCombat() should be all that is required, but I suspect these mods are using an alias that is forcing a highly aggressive AI package on the NPC for some reason.

Link to comment

 

 

I suspect the mysterious "Re-aggro" thing is related to mods changing the combat or combat-AI in some way. I had this issue until i disabled my "Skyre_Combat.esp" and "Skyre_EnemyAI.esp". Yet to try it with yesterdays version, maybe it works now.

 

Interesting, I recently downloaded an AI combat mod (ERSO 30) and I have a hard time to calm down NPC in my mod too...

 

Obviously, these other mods are being very inconsiderate towards those of us that are looking to sexually assault those poor NPC's.

 

For shame!

 

I suppose that I will just have to list AI Combat mods as potential sources of conflict, since I can't realistically account for every whacky mod out there that tries to take over NPC's.  Oh well. :(

Link to comment

 

 

 

 

 

I suspect the mysterious "Re-aggro" thing is related to mods changing the combat or combat-AI in some way. I had this issue until i disabled my "Skyre_Combat.esp" and "Skyre_EnemyAI.esp". Yet to try it with yesterdays version, maybe it works now.

 

Interesting, I recently downloaded an AI combat mod (ERSO 30) and I have a hard time to calm down NPC in my mod too...

 

Obviously, these other mods are being very inconsiderate towards those of us that are looking to sexually assault those poor NPC's.

 

For shame!

 

I suppose that I will just have to list AI Combat mods as potential sources of conflict, since I can't realistically account for every whacky mod out there that tries to take over NPC's.  Oh well. :(

 

 



Yeah i can imagine. Another thing that: I had to rollback to 16/7/13 - 2146 because i was getting CTD from the new version right as the target submitted and went friendly.
 

Link to comment

Last night's (i.e. the current one as of this post) version was causing a CTD upon submission every single time?  Or just sometimes?

 

The only thing that changed was the addition of a simple self-cast Calm effect, and I used it last night with no problem.

 

Of course, I used the mod all along with no Calm effect just fine with no re-agro problems.  And I'm not terribly fond of the Calm effect anyways, as I want it to work that normally hostile NPCs in a hostile faction (Bandits, etc) will go passive when they submit, unless a friend shows up, then they regain their confidence with the presence of backup.  Seems more realistic than some hamfisted 'calm' effect.

 

I'm leaning towards just removing the calm and listing the mod as potentially not compatible with various combat-AI mods and being done with it.  I don't use them and I'm making the mod for myself, first and foremost.

Link to comment

i don't use any Ai mods too and the enemies where somehow calm after submitting in the last versions (didn't try the latest yet).

if i follwed them to long, the went aggro again. if i spoke to them instantly, everything as expected. Talking to them a few secs later and they went aggro.
Besides that: Worked for me.

Link to comment

i don't use any Ai mods too and the enemies where somehow calm after submitting in the last versions (didn't try the latest yet).

if i follwed them to long, the went aggro again. if i spoke to them instantly, everything as expected. Talking to them a few secs later and they went aggro.

Besides that: Worked for me.

 

And I suspect, based off other people with the issue that have done the same, if you temporarily disabled 'Submit', engaged some random NPC that was re-agroing, then opened the console, clicked on them, then typed 'set aggression 0' followed by 'stopcombat', then closed the console, they would momentarily stop fighting, then start up again.

 

That should not happen, yet it is for various people.  That indicates some other mod is influencing combat AI, whether by forcing some highly aggressive alias on the NPC, or something else entirely.  Either way, end result, they bug out and go hostile when they shouldn't be.

 

And I have never experienced this issue, so I'm grasping at straws at what I can do.  Kind of shitty being stuck knowing it works just fine on my end, but yet others don't find it reliably working due to influences outside my control.

Link to comment

A somehow quirky solution:
Put the player into the attackers faction, calm all NPCs and remove her/him from the faction after a specified period of time.

Should bypass every possible Ai based mod conflict... but it's quirky.

Link to comment

Hello!

Just in to report that, the past couple of days I've been questing like crazy and haven't had a chance to do anything that would involve the mod/testing it, however I have been keeping myself up-to-date with the mod's updates.

 Today I was adding something to my inventory through the console for testing and I realized that the key for shouting wasn't working. I tried reverting back to a previous version that I knew the shout was working then and nothing. Thankfully installing the latest update (July 17, which is the only one I did not update since I didn't think I was having any issues) fixed it :P One of the updates to fix the key for some people seems to have screwed mine somehow xD but it's all good now, phew =D

Whatever you do, don't touch that key's code! :P

Link to comment

In this latest version, you have a lot of translations, including an English one.

 

Do I need to install that too if I only intend to use the english version? Or can I just use the ESP and ESM?

They were actually present in the last ~2-3 updates, just packaged inside the .BSA file.  I only made them loose to make it easier for people to edit/update/etc the other language files in the case of typos or whatever their language of choice, since I can only reliably catch English typos/grammar mistakes. :P

 

By default, you are already using the English one, and if you are an English native speaker, like myself, you don't have to do anything other than unpacking the .7z into your /Data folder.  In fact, if you don't have the _ENGLISH version there, you will see a bunch of _SLSubmit_TAGGOESHERE kind of stuff in Submit's MCM text.

 

I think for the next update and going forward, I'll just split the files into two, the .7z that has the .BSA + .ESP that will have EVERYthing you need, including the language files, and then a second .7z that has just the language files packed loose in their appropriate folder structure for modders that want to edit those files.  (Loose files always override files in a .BSA, after all)

 

Should reduce potential confusion for the average user while still giving a convenient modder's resource for those interested.

Link to comment

Hello!

Just in to report that, the past couple of days I've been questing like crazy and haven't had a chance to do anything that would involve the mod/testing it, however I have been keeping myself up-to-date with the mod's updates.

 Today I was adding something to my inventory through the console for testing and I realized that the key for shouting wasn't working. I tried reverting back to a previous version that I knew the shout was working then and nothing. Thankfully installing the latest update (July 17, which is the only one I did not update since I didn't think I was having any issues) fixed it :P One of the updates to fix the key for some people seems to have screwed mine somehow xD but it's all good now, phew =D

Whatever you do, don't touch that key's code! :P

 

The previous night's update, I think it was the 16th?  Maybe the 15th?  I goofed and deleted an important piece that handled swapping the hotkey assignment.  It was fixed the next night.

 

Nothing was changed on the actual functioning of the key itself, although some people didn't realize if your weapon was away and you weren't in combat that nothing happened.  So last night, if that happened I made you automatically draw your weapon so you saw that SOMEthing was happening.

 

I've pondered making a little spread sheet to show the various conditions that apply to the Hotkey so people know what to expect when they hit it. :P

Link to comment

Oh, that's kind of awesome actually. I just found that now when I have to open up the console to get an item for testing, before whenever the console code had a 0 in it (and 0 is the key I bound for Submit) I would automatically submit-shout upon closing the console. Now whenever I close the console my character just pulls her weapons up :D This is genius :P thanks! Everything else went back to working perfectly.

Link to comment

Oh, that's kind of awesome actually. I just found that now when I have to open up the console to get an item for testing, before whenever the console code had a 0 in it (and 0 is the key I bound for Submit) I would automatically submit-shout upon closing the console. Now whenever I close the console my character just pulls her weapons up :D This is genius :P thanks! Everything else went back to working perfectly.

 

Actually, that's what I was planning on trying to work on tonight, which is properly suppressing the Hotkey from functioning when you are actually inside a menu/console/etc.

 

I've tried to do that in the past, but like the original problem of the Hotkey assignment/not working by default, what I thought should take care of it so far has not.  It's been kind of minor, but as I'm wrapping things up with the mod, that's pretty much what is left are the minor little things to try to polish it a bit more before I can stick a fork in it and call it done! :)

 

Edit: Figured it out.  Had the right idea previously, think I was just using the wrong command or something.  Just need a bit more to fill in the different menus to suppress it for, repackage, and upload. :)

	If(keyCode == submitKeyCode && !UI.IsMenuOpen("Main Menu") && !UI.IsMenuOpen("Console") && !UI.IsMenuOpen("StatsMenu") && !UI.IsMenuOpen("MagicMenu") && !UI.IsMenuOpen("InventoryMenu") && !UI.IsMenuOpen("MapMenu") && !UI.IsMenuOpen("Journal Menu") && !UI.IsMenuOpen("Lockpicking Menu") && !UI.IsMenuOpen("ContainerMenu") && !UI.IsMenuOpen("RaceSex Menu"))

There's more menus technically, but those are the main ones.  Any other random ones, like alchemy and enchanting and forging, I'm not too worried about.

Link to comment
  • 18JUL13, ~2107CST: 
  • Removed 'Calm' effect from previous update.  I wasn't really satisfied with the Calm approach, the SetAV().Aggression == 0 + StopCombat() works just fine for me, and I decided not to worry about some other mystery mod(s) that takes over NPC AI, because I will never be able to account for all of them anyway.
  • Added !UI.IsMenuOpen() checks to suppress the Hotkey usage while the following menus are open: Main, Console, Stats, Magic, Inventory, Map, Journal, Lockpicking, Container, RaceSex.  There are ~3 dozen menus listed, so I hit the most common ones that should take care of most of the "Oops, I just Shouted while setting my Hotkey in the MCM menu!" issues
  • Went back to fully packaging the MCM Translation files in the .BSA and making a separate 'Modder's Resources' loose file for each available language for any that want to edit their respective language file.  The average user only needs to download the main file that contains the .ESP and .BSA, as the latter already contains the language files.
  • The loose files from last night's update, 17JUL13, can be safely deleted as they are once more contained within the .BSA.  They would be found within "\Data\Interface\Translations" and will be called "Sexlab Submit_LANGUAGE IN CAPS".

Rapidly winding down on most of the loose ends.  Yay! :)

Link to comment

Damn, just updated 5 minutes ago the previous version. You shoot updates like crazy :D

 

It's cool man, I can quit anytime, man.  I just do it for fun, ya know?  It's totally not a habit... *twitch*  ...can quit anytime... *twitch*

Link to comment

Geez i was kidding :) updates is always good, and your mod is one of my favorites. Keep it up :)

So was I with my junkie talk.  :P

 

Speaking of updates... updated this section on the OP so I can just declare it, let it be known, and move on:

 

Known Conflicts

There *should* be no major conflicts with other mods, SexLab based or otherwise.  100% of the files are custom and I removed all default Skyrim files I edited in past versions.

 

There is one known conflict that comes from *some* other mod(s), none of which I use as I have never personally experienced this situation.  Sometimes an NPC, despite having successfully used the Shout or Grapple on them, will be passive for a few seconds and then immediately re-agro for no reason.  If you want to know if you will likely have this conflict as well, without my mod installed, do the following:

  1. Find some lone bandit or other normally hostile NPC, start to fight them. (It is important they are alone or else Faction association will interfere with the test)
  2. Hit "~" to open the console, click on the NPC so you get the Ref # in the middle of the text field.
  3. Type "setav aggression 0", then enter.
  4. Type stopcombat, then enter.
  5. Hit "~" to close the console.
  6. Observe what the NPC does.

If the NPC does nothing, just kind of goes back to whatever they were doing, standing about, walking in circles, but generally ignoring you?  You should have no conflict.  Feel free to enjoy my mod! :)

 

If the NPC pauses for a bit and then starts attacking you again, despite having their Aggression set to 0 (Meaning they should never go hostile on anything unless they are attacked first) and dropping combat, then there is some mod involved that is affected Combat AI, probably some Alias or something that is just making the NPC turn agro despite being told not to.  You will probably experience troubles trying to get my mod to work properly because of whatever mod you use that is interfering.  Sorry. :(

Link to comment

Brawl Bugs Patch, Plugins by jonwd7, can influence your mod? The problems with aggression?

I am familiar with the name, but not what it does or how it does it.  I don't use it, so it is possible.

 

I do employ some magic effects, but I make sure that the "No hit effect" is checked, so it shouldn't trigger the Brawl Bug in general, so not sure why a patch to the bug would affect it.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use