dkatryl Posted July 21, 2013 Author Posted July 21, 2013 Thanks for a great mod! I use it together with Paradise Hall v6 and have good fun with the combination. I would like to make a small suggestion. I have found that both Grapple and Ambush works, to some degree, on newly deceased NPCs with some strange animations as a result. So a check for a pulse might be good addition. Hrm, I thought I already was doing a check to make sure the target was alive. I'll double check that.
DSXX Posted July 22, 2013 Posted July 22, 2013 I've been wondering. I have 'fight or fly' installed alongside this mod. That's a surrendering mod as well but with no sexual content, would it cause any conflicts script wise?
dkatryl Posted July 22, 2013 Author Posted July 22, 2013 I don't use it, now know how they accomplish things, so I don't know. Everything in my mod is 100% custom files/scripts/objects/etc, but beyond that, conflicts can still happen, as the re-agro glitch can attest.
id8888 Posted July 22, 2013 Posted July 22, 2013 According to your new MCM text I give a little update Chinese translations. MCM Translation - CHINESE.rar
dkatryl Posted July 22, 2013 Author Posted July 22, 2013 According to your new MCM text I give a little update Chinese translations. MCM Translation - CHINESE.rar Super! I'll replace the original one with this one. As to the Speechcraft revision stuff, work is steadily progressing. Definitely won't be done tonight, but will be soon enough. I have definitely developed more of an appreciation for the amount of work the original SL Romance took, just linking all of the various dialog trees and partial trees that overlap and loop back on themselves. But it's coming along nicely, it just takes time to churn through it all.
DiscipleDarkfriend Posted July 22, 2013 Posted July 22, 2013 Hello all, First of all this mod works wonderfully sadly I have found some incompatibilities with Amazing Follower Tweaks, Using AFT causes a complete reset of all SKSE mods and ports the player to the Sleeping giant inn, in addition it resets your characters eyes and hair. If I may I would like to request compatibility with other follower mods.
dkatryl Posted July 22, 2013 Author Posted July 22, 2013 I use 3DNPC without any problems. I don't use AFT so I don't know what that does, but I don't know why something related to followers and my mod would affect each other.
DiscipleDarkfriend Posted July 22, 2013 Posted July 22, 2013 I use 3DNPC without any problems. I don't use AFT so I don't know what that does, but I don't know why something related to followers and my mod would affect each other. It seems I was incorrect 3DNPC was somehow corrupted o.O The dialogs are not working for me and I do not know why my apologies, I can confirm the SKSE reset thought with AFT enabled I think it may have something to do with the follower morality and aft's behavior settings. I will switch back to EFF, I am going to find out why 3DNPC went Haywire I think one of my Skyprocs messed it up will report back with results if you like AFT like UFO Makes heavy modifications to the follower system and Dheuster is Anti SKSE so it could be any number of things. The good news is that EFF works just fine : )
nhl Posted July 22, 2013 Posted July 22, 2013 It seems I was incorrect 3DNPC was somehow corrupted o.O The dialogs are not working for me and I do not know why my apologies, I can confirm the SKSE reset thought with AFT enabled I think it may have something to do with the follower morality and aft's behavior settings. I will switch back to EFF, I am going to find out why 3DNPC went Haywire I think one of my Skyprocs messed it up will report back with results if you like AFT like UFO Makes heavy modifications to the follower system and Dheuster is Anti SKSE so it could be any number of things. The good news is that EFF works just fine : ) That's weird. I've been using AFT and Submit together ever since Submit came out and I've never experienced those issues, even with a heavily modded game (200+ plugins). Or to be more precise - since I haven't played Skyrim in a week - not up to the 14JUL13 release. Don't know for the latest iterations, but I see no reason why that would be different.
DiscipleDarkfriend Posted July 22, 2013 Posted July 22, 2013 It seems I was incorrect 3DNPC was somehow corrupted o.O The dialogs are not working for me and I do not know why my apologies, I can confirm the SKSE reset thought with AFT enabled I think it may have something to do with the follower morality and aft's behavior settings. I will switch back to EFF, I am going to find out why 3DNPC went Haywire I think one of my Skyprocs messed it up will report back with results if you like AFT like UFO Makes heavy modifications to the follower system and Dheuster is Anti SKSE so it could be any number of things. The good news is that EFF works just fine : ) That's weird. I've been using AFT and Submit together ever since Submit came out and I've never experienced those issues, even with a heavily modded game (200+ plugins). Or to be more precise - since I haven't played Skyrim in a week - not up to the 14JUL13 release. Don't know for the latest iterations, but I see no reason why that would be different. That is so strange, I suppose I can post my load order I do not know what is causing that all I know is that when I have submit on and activate AFT all hell breaks loose, perhaps it is the recent update. I do not know perhaps it is a combo, I also have a crap load of mods, 264 esps including merges
DiscipleDarkfriend Posted July 22, 2013 Posted July 22, 2013 I use 3DNPC without any problems. I don't use AFT so I don't know what that does, but I don't know why something related to followers and my mod would affect each other. So yeah it has been so long since I encountered the Dialog bug I forgot it existed, I installed 3Dnpc without the SEQ file >.> fail on my part my bad, However I still get the SKSE reset when using AFT with Submit, No Biggie I prefer EFF anyway since it goes through Script as opposed to modifying vanilla resources.
dkatryl Posted July 22, 2013 Author Posted July 22, 2013 I would wager your AFT issues are unrelated to my mod, especially if it is resetting hair and eyes and teleporting. I don't really do much of anything regarding followers. They are simply told to surrender with you, and they can potentially join in a 3-way with you if you make a target submit. All of that is done via custom scripts and/or dialog. Not sure why that would conflict with anything.
CGi Posted July 22, 2013 Posted July 22, 2013 Can happen, if a follower framework puts a follower in sandbox mode, if the player is not moving.One of the many reasons (besides that she's done completly different to all other vanilla followers), why Serana can not be handled my most mods. Disabling sandbox behavior in the follower framework can solve some problems. Disabling the teleporting of followers to the player (only in AFT if i'm right), fixes some problems to. Conclusion: Follower frameworks can interferre big time, even if the framework setup matches the vanilla behavior as close as possible.
dkatryl Posted July 22, 2013 Author Posted July 22, 2013 Can happen, if a follower framework puts a follower in sandbox mode, if the player is not moving. One of the many reasons (besides that she's done completly different to all other vanilla followers), why Serana can not be handled my most mods. Disabling sandbox behavior in the follower framework can solve some problems. Disabling the teleporting of followers to the player (only in AFT if i'm right), fixes some problems to. Conclusion: Follower frameworks can interferre big time, even if the framework setup matches the vanilla behavior as close as possible. I understand the potential for conflict there, but I believe (at work, so have to wait until tonight to verify) that what I do with followers is fairly unobtrusive. I do a check for "If IsTeammate()", which includes both true followers and temporary ones, like Aela on the Companion quest, and if true, allow the "I'm gonna share you with my friend" stuff, as well as "if IsTeammate()" to trigger the follower surrender code. I don't believe I am trying to put the followers in an alias slot, as I gave up on trying to make them get gangbanged by spill over bandits and crap beyond the first 2 that take the player, which is what would probably conflict the most with some kind of heavy handed framework that tries to take over. That's the part I can't remember and have to check, but I'm fairly certain I am not doing that now. So if the two fairly minor things I do with followers causes that kind of conflict, than yeah, it sounds more like AFT needs to make their code play friendly with other mods.
CGi Posted July 22, 2013 Posted July 22, 2013 it's not what you do, it's what the framework does and how it does it, as there are moments, the framework will not interferre at all.if a framework adds an ai package for sandbox, it'll get the highest priority and fire up immediatly, so whatever you told the npc to do or what is happening to the npc, is overwritten.Maybe if you add your instructions (scripted or by ai) last, it'll work, but follower frameworks re-evaluate every once and a while, to see, if the follower does, what the framework told her/him to do. Same with Vilja ... just worst, as she's scripted to the max ... so to speak. Hence my recommendation to disable any sandbox behavior, as this is done using ai, overwriting whatever was going on. i prefer EFF, as it does not control followers this much, but even this one conflicts, so i'm going with no framework for now, until EFF is updated.
edwards1965 Posted July 22, 2013 Posted July 22, 2013 I think that with this work, you are one step away from making a full system of enslavement. Maybe you'll create a full-fledged fashion on the basis of this? all the other cases it was abandoned half way =) Sorry for my angiysky - it's machine translation
dkatryl Posted July 22, 2013 Author Posted July 22, 2013 I think that with this work, you are one step away from making a full system of enslavement. Maybe you'll create a full-fledged fashion on the basis of this? all the other cases it was abandoned half way =) Sorry for my angiysky - it's machine translation Oh dear god, no, I am *not* going into anything as elaborate as some enslavement system. I'll leave that up to someone else. That being said, I do have an idea that came to mind yesterday while fleshing out how the "bound & gagged while naked instead of having your gear stolen, go find a guard to release you" concept, and that is the idea of turning in bounties to guards. I'm thinking something like if you force a bandit/necro/forsworn/sons of skyrim/imperial to submit, currently, I have the option "Maybe I should just get rid of the witness" and you kill them. I'm planning to try something like "I'm going to turn you in for a bounty" and they then get a Follow AI package applied until you talk to the first guard you find, where you can turn them over to the guard, who will reward you some gold based on that NPC's level. The captured NPC will then hang out with the guard, and once you leave the area, I'll just make that NPC disappear. Or, just have the guard execute them. Whatever. That's the idea, maybe it will work out, maybe it won't. But that is the closest to an "enslavement" system as I am going. And don't worry about the language. Last time I spoke russky was in '94 back in high school.
D_ManXX2 Posted July 22, 2013 Posted July 22, 2013 Sounds like a great enhancement indeed, but how are you going to fix the part when there suddenly jumps new friends from her crew ?? Right now if you force an npc to submit and try to get one of the animation going and suddenly an enemy pops up the one who submitted also become hostile again. If she would somehow be bound maybe something to calm here down till you deliver her to guard could also work out well.
dkatryl Posted July 22, 2013 Author Posted July 22, 2013 What? A bandit prisoner might try to escape? UNHEARD OF! Naturally, you kill their friend, slap them back down, repeat the process. Or kill them, slap their friend down, sully them, then turn them in for a bounty. The AI Package might also just end up overriding combat. I haven't begun this yet, still working on the dialog portion for the speechcraft stuff, so not sure how this will play out yet, but I'll definitely be testing for that very thing when I do go to implement it.
CGi Posted July 22, 2013 Posted July 22, 2013 if you cover to much, with your enslavement plans, user will run into compatibility problems, with moduls for SD2 ... unless you port your work to SD2, after it's released.
dkatryl Posted July 22, 2013 Author Posted July 22, 2013 if you cover to much, with your enslavement plans, user will run into compatibility problems, with moduls for SD2 ... unless you port your work to SD2, after it's released. There won't be much to it. Give a dialog option to turn them in to authorities, they follow you (I already use short duration follow AI Package in other aspects, so if one will conflict with SD2, they all will), you talk to the guard with bandit in tow, get reward, lose bandit follower.
CGi Posted July 22, 2013 Posted July 22, 2013 Ok. i thought about player enslavement.Reading is not my strongest ability today.
redeyesandlonghair Posted July 22, 2013 Posted July 22, 2013 I've been wondering. I have 'fight or fly' installed alongside this mod. That's a surrendering mod as well but with no sexual content, would it cause any conflicts script wise? Yes, it will conflict. I tried using them at the same time, and it didn't work. Fight or Fly gets to the NPC first and then makes them act according to that mod, and never lets Submit get in there to do what it needs to do.
redeyesandlonghair Posted July 22, 2013 Posted July 22, 2013 19JUL13, ~2250CST: Reworked Player/Follower stripping/robbing function during Surrender so that the Player-made upgrades and enchants are no longer stripped from the stolen items. Reworked Player/Follower stripping/robbing function during Surrender so that both the Player and Follower are robbed of *all* items, not just the currently equipped items. Reworked the 'Disarm' function during Ambush, Shout, and Grapple, to utilize similar code as in the Player surrender to avoid any possible custom upgrades or enchants also being stripped. I am not being robbed of all items. They seem to have a problem with taking weapons that are Favorited. They took the equipped weapon, even though it was Favorited, however they left a bow, great sword, and dagger that were not equipped, but were Favorited. They also did not take an outfit that I had in my inventory, and they also did not take my equipped backpack. It looked strange since I have bDisableGearedUp = 0, so they were doin their stuff to me while I had a greatsword and bow slung across my back, along with a dagger at my hip. When you say "all" items, I assume you mean everything in the inventory that isn't a quest item, like a proper robbery EDIT: All of the above was simply because I hadn't updated. Also, not sure if it would be happening from this mod or the framework itself, but I just was being raped by 2 male orc bandits at the same time and... they seemed a bit confused about how that's supposed to go... because at one point, one of the orcs was in the position that you would expect the victim to be in. Also, the act started out with the two of them kissing each other while I did something on my knees from the side. The whole thing was quite amusing :3
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