Lyman the Lunatic Posted January 3, 2014 Posted January 3, 2014 Huh, it worked for me. I was testing out some other mods and was able to manually surrender to animals and creatures just fine if I shealthed my weapons first. And yes, I know that. That's how I do it & didn't get it to work. But I tested my char. on a wolf as I don't know fixed spawn points for other animals. So I have to strip my char. naked & let the wolf bit her till her hp drops below enough to let the autosurrender kicks in.
Guest tomm434 Posted January 3, 2014 Posted January 3, 2014 Hello again dkatryl. Just wanted to say that when you capture stormcloak soldier and then talk to him\her the 'turn in'' dialogie shows up and player can actually propose the prisoner to "turn stormcloak rebell for a bounty" I'm not sure if this helps you but as you asked I attached my log file. And also when I went to Solitude with the prisoner guards started to attack her; she was essential and after she got down on her knees they stopped the combat. ps. I've completely forgot - This stormcloak rebel was from the mod http://www.nexusmods.com/skyrim/mods/49489/? but author says Please, consider that PSCW uses vanilla soldiers, so if you are using a mod that alters vanilla NPCs (as Skyre, Requiem, ERSO, etc.) PSCW soldiers will have proper specifics related to your other mods. So... I don't know, Maybe that happened because of this mod. Papyrus.0.rar
dkatryl Posted January 3, 2014 Author Posted January 3, 2014 Good point, totally forgot to prohibit the turn in dialog on the actual prisoner! As to getting attacked, yes, that is NPC AI that I can't help. Stormcloak/Imperial hate each other and attack on site. However, once they get knocked down (They are set to Protected), you should be able to talk to a nearby Imperial/Stormcloak to turn in the bounty like normal.
dkatryl Posted January 3, 2014 Author Posted January 3, 2014 Huh, it worked for me. I was testing out some other mods and was able to manually surrender to animals and creatures just fine if I shealthed my weapons first. And yes, I know that. That's how I do it & didn't get it to work. But I tested my char. on a wolf as I don't know fixed spawn points for other animals. So I have to strip my char. naked & let the wolf bit her till her hp drops below enough to let the autosurrender kicks in. For my animal testing, I usually just go to Ivarstead, the town at the base of the 1000step thingy. At the base of the path, to the right, there always seems to be cave bear chilling on a rock. I use his shaggy ass for player shaggin' when I need to test animal crap.
Kurosu Posted January 3, 2014 Posted January 3, 2014 Already noticed with several SexLab based mods, that SpectatorCrwods breaks almost everything. Yeah, but the screenshot in my post is taken from a save without Crowds in it - peripheral sex still happens regardless.
Dapper Dan Pomade Posted January 3, 2014 Posted January 3, 2014 Yes, that 1, the page said 2.0. But when I'm going to download it (I always download everything manually) the zip file is 19-2-0-0a. Ah! Nexus has a freaky mod numbering system. As mods are added to its database, they get a number that permanently identifies it. For example, the newest mod, a follower mod (natch) is numbered 49492 (you can see the number in the URL of the mod page). The USKP is numbered 19 (and can be found at http://www.nexusmods.com/skyrim/mods/19/?). That's the 19 you're seeing in the file name - the mod identification number, which is followed by the mod version number, 2-0-0a. Ah k then, got it up & running now, though still can't managed to get submit by pressing 7 on animals to work. So this is gonna sound like a tech support guy asking a customer if the computer is actually plugged in, but here goes: have you gotten creatures to work with any other mod?
dkatryl Posted January 3, 2014 Author Posted January 3, 2014 While I was doing this, I just had an idea that is potentially genius in its simplicity and ability to use existing code without having to reinvent the wheel, provided that it works. If it does, I think a lot of people will be very happy. If it doesn't, then I never said anything... Preliminary testing so far seems very promising. Need to implement a few more things to really make it work as I had in mind, but it's looking good so far. And yes, I'm intentionally being very vague.
Dapper Dan Pomade Posted January 3, 2014 Posted January 3, 2014 I'm crossing my fingers that it's what I hope it is
Pinute Posted January 3, 2014 Posted January 3, 2014 damn, it's been what, 16 hrs? Where's my release!
Dapper Dan Pomade Posted January 3, 2014 Posted January 3, 2014 So hey, here's something I just figured I'd mention for your own edification: When you're in Apocrypha in the Dragonborn DLC, if you get submitted by one of those weird tentacle monsters (Keepers? Seekers? Can't remember what they're called), it pulls you back into the real world to do the scene. The monster gets pulled into the real world too, and everything behaves normally. Must be because if you just die like normal in Apocrypha it'll drop your body into the real world and reload your game. Just thought it was something interesting to note, is all.
dkatryl Posted January 3, 2014 Author Posted January 3, 2014 I'm crossing my fingers that it's what I hope it is It probably is what you're hoping it is. And if it is, then I'll just say that my idea worked wonderfully. Have some clean up on it, particularly when it is all finished, plus some more testing to make sure it all goes correctly, but oh yes, it worked wonderfully and didn't even require really redoing everything. It almost entirely used existing code with just some minor changes. So now, it will just keep on going, and going, and going, and going... Ya'll asked for it.
nutluck Posted January 3, 2014 Posted January 3, 2014 I'm already revising this section for better flow. While I was doing this, I just had an idea that is potentially genius in its simplicity and ability to use existing code without having to reinvent the wheel, provided that it works. If it does, I think a lot of people will be very happy. If it doesn't, then I never said anything... Now I want to know what it is, cause I want to be happy.
dkatryl Posted January 3, 2014 Author Posted January 3, 2014 Now I want to know what it is, cause I want to be happy. I believe you'll be happy. Let's just say, humorously enough, that while twiddling my thumbs, waiting for all the rounds to be finished? I think the Calm effect wore off.
MonaBabii Posted January 3, 2014 Posted January 3, 2014 Hey DK, here's a question about an issue I've had since forever with all mods that work with a minimum health value mechanic thingy-majig: My biggest problem with having these mods sit at a very low health threshold is that more often than not, enemies won't really take me down little by little, or even big swing by big swing, but instead once I reach a certain low-enough health, they will pull a kill-move and I'll be dead instantly D: Like... past the begining of the game I cannot set any minimum health threshold really low like 5% or 10% because enemies simply won't go that low. Hell sometimes they will pull a kill-move out of their asses that takes half my health down to -dead-, so sometimes it doesn't even work if I were to set the threshold to like 40%. How exactly do you deal with that? is there a sekrit way to get rid of enemies' kill-moves or? I've no idea D: Thanks in advance! The built in Skyrim function that is used to restore you if your health hits 0 is literally called: PlayerRef.ResetHealthAndLimbs() http://www.creationkit.com/ResetHealthAndLimbs_-_Actor I haven't tested it for after having a kill move used on me, but in theory that should still restore you. Failing that, you could always use a mod like Dance of Death (one I personally use) that has an option for "Player Killmove Immunity" How does that work? does it make you immune to Kill-move damage? like the kill-move happens but you don't take damage? or kill-moves will no longer trigger? (that'd be ideal lol)
Ashra XIII Posted January 3, 2014 Posted January 3, 2014 Now I want to know what it is, cause I want to be happy. I believe you'll be happy. Let's just say, humorously enough, that while twiddling my thumbs, waiting for all the rounds to be finished? I think the Calm effect wore off. Okay I was going crazy wanting to know what it is that you are working on... but this comment makes me believe I now know what you are working on, and I am now going crazy to have it!
dkatryl Posted January 3, 2014 Author Posted January 3, 2014 How does that work? does it make you immune to Kill-move damage? like the kill-move happens but you don't take damage? or kill-moves will no longer trigger? (that'd be ideal lol) I believe the latter. I use the mod, and have never had a kill move used on me. I've been killed plenty of times, and dropped really low plenty of times, never had a kill move used on me.
MonaBabii Posted January 3, 2014 Posted January 3, 2014 Awesome! I guess I'm installing that now lol. Thanks! Edit: Mind you I'm not saying that I -need- that mod to be able to play with your mod right now, I actually haven't been beaten down enough to submit yet. Like I said I actually -try- my damnest to -not- submit but if it does happen, I like that submit triggers and I don't just flat out die. I hate death in general in games, because even the most immersive games you can think of they still use either reload when you die, or start over, starting over being the most immersive choice. But dying just to go back and try again is dumb. I suck at explaining things, hopefully some of that made sense if not, oh well, it was just a side note xD
dkatryl Posted January 3, 2014 Author Posted January 3, 2014 Now I want to know what it is, cause I want to be happy. I believe you'll be happy. Let's just say, humorously enough, that while twiddling my thumbs, waiting for all the rounds to be finished? I think the Calm effect wore off. Okay I was going crazy wanting to know what it is that you are working on... but this comment makes me believe I now know what you are working on, and I am now going crazy to have it! Looks more like a fluke of an extra bandit that was WAY outside the original group came in, and it auto dispels the calm on everyone else. I forgot I made the calm effect last for an hour if you don't leave the area. That just means you surrender again, it just picks up where it was, and everyone that had already had their turn wanders off.
nutluck Posted January 3, 2014 Posted January 3, 2014 And yes, I know that. That's how I do it & didn't get it to work. But I tested my char. on a wolf as I don't know fixed spawn points for other animals. So I have to strip my char. naked & let the wolf bit her till her hp drops below enough to let the autosurrender kicks in. Does the manual surrender work on humans? If it does and not animals that's really weird.
nutluck Posted January 3, 2014 Posted January 3, 2014 Now I want to know what it is, cause I want to be happy. I believe you'll be happy. Let's just say, humorously enough, that while twiddling my thumbs, waiting for all the rounds to be finished? I think the Calm effect wore off. Thats... thats a whole lot of bandits taking turns.
nutluck Posted January 3, 2014 Posted January 3, 2014 Now I want to know what it is, cause I want to be happy. I believe you'll be happy. Let's just say, humorously enough, that while twiddling my thumbs, waiting for all the rounds to be finished? I think the Calm effect wore off. Okay I was going crazy wanting to know what it is that you are working on... but this comment makes me believe I now know what you are working on, and I am now going crazy to have it! Looks more like a fluke of an extra bandit that was WAY outside the original group came in, and it auto dispels the calm on everyone else. I forgot I made the calm effect last for an hour if you don't leave the area. That just means you surrender again, it just picks up where it was, and everyone that had already had their turn wanders off. Oh ok... whew for a moment there was I thinking crazy amounts of bandits was involved. *LOL*
dkatryl Posted January 3, 2014 Author Posted January 3, 2014 Oh ok... whew for a moment there was I thinking crazy amounts of bandits was involved. *LOL* Tests like this, I round up all the bandits in Helgen, so it appears to be ~7.
nutluck Posted January 3, 2014 Posted January 3, 2014 Oh ok... whew for a moment there was I thinking crazy amounts of bandits was involved. *LOL* Tests like this, I round up all the bandits in Helgen, so it appears to be ~7. Yeah but I knew the calm effect lasted a really long time. From my experimenting with setting high diff on the untie chance and being stuck with bandits for about 20 minutes in real life and the calm effect never wearing off. So I was thinking holy bleep, that is a LOT of bandits taking turns if it took longer than 20 mins *L*
Dapper Dan Pomade Posted January 3, 2014 Posted January 3, 2014 How does that work? does it make you immune to Kill-move damage? like the kill-move happens but you don't take damage? or kill-moves will no longer trigger? (that'd be ideal lol) I believe the latter. I use the mod, and have never had a kill move used on me. I've been killed plenty of times, and dropped really low plenty of times, never had a kill move used on me. I always thought the Kill Move Immunity setting made you immune from taking damage while you're delivering a kill move on an enemy. In vanilla Skyrim you're actually vulnerable during those instances.
MonaBabii Posted January 3, 2014 Posted January 3, 2014 How does that work? does it make you immune to Kill-move damage? like the kill-move happens but you don't take damage? or kill-moves will no longer trigger? (that'd be ideal lol) I believe the latter. I use the mod, and have never had a kill move used on me. I've been killed plenty of times, and dropped really low plenty of times, never had a kill move used on me. I always thought the Kill Move Immunity setting made you immune from taking damage while you're delivering a kill move on an enemy. In vanilla Skyrim you're actually vulnerable during those instances. No, this I can tell you for sure is not the case I am so sick of kill-moves because I've seen so many all the time without even wanting to see one, and I can tell you being in a kill-move actually makes you invulnerable. What I was referring to with "[...] like the kill-move happens but you don't take damage? [...]" is when the kill-move is being used on -you-, not you -on- the enemy. The reason the kill-move doesn't happen on every kill is not because of you'd be taking damage, but because it'd get very annoying after a very short while lol... but whaddayaknow -.- it gets boring just as quickly even with only one kill-move per fight, specially when the kill-move is an insta-kill and completely prevents you from actually being able to reach a low health threshold, in order to play with some of these mods like Submit, SD, Defeat, etc.
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