Dapper Dan Pomade Posted January 4, 2014 Posted January 4, 2014 I've had the same runtime errors when using the bed option once in awhile as well. It's a SexLab thing, and it's always been one of those minor annoyances I've chalked up to just having to deal with.
Dapper Dan Pomade Posted January 4, 2014 Posted January 4, 2014 I mean that the game freezes and a window pops telling me something about a runtime error. It seems to be related to having sex in the bed choice, because I tried again later on the spot and it didn't freeze. I suppose this issue comes from SexLab itself, but I've used the "move to bed" option before and didn't happen. It might have been the recent framework update, though. If you tell me how, I have no problems loading a log. As I said I think the problem lies in SexLab itself, I've never ever had an error like this, all I used to get were CTDs when something went wrong, but this is a first. Maybe they borked something in the last SexLab update? I tried only a couple times, but it happened everytime I tried to have sex in a bed with Riverwood's item shop owner in his shop/home. Your original post made it sound like you were freezing from the actual dialogs. If the freezing/crashing happens after sex has started, then it is definitely not Submit. Submit is ultimately just the window dressing used to access the Framework, and once the sex animations are called, the Framework is in control. Yeah, it's got nothing to do with Submit, I've had the same errors using Romance and Lovers Comfort. SexLab and beds aren't the best of friends sometimes.
dkatryl Posted January 4, 2014 Author Posted January 4, 2014 Most Recent Changes04JAN14 1430 Fixed - Forgot to add a check to prevent you from talking to your Stormcloak/Imperial prisoner as if you could turn them in to themselves. Added - Multiple NPC player surrender support. It doesn't matter if there is 1 bandit or 100, they will now all potentially try to take a turn. Updated - Adjusted the surrender scenes a bit to account for potentially back to back to back bandits, try to make the transitions a bit smoother. Removed - After the player is punched out, removed the PushAwayActor() function that caused the ragdoll. Getting stuck in the ragdoll camera would conflict with the recent death proofing code if the ragdoll effect made you fall off a high cliff/tower. Updated - Death proofing was adjusted to not try to save you if you happened to fall off a high cliff/tower after surrendering. Even if you surrendered properly, falling to your death will allow the player to expire (As it always would have). I felt this was more inline with the original intent of the death proofing (Not requiring a min health threshold and not getting 1-shot by big 2H'ers) and remove the potential of falling off a cliff somewhere and getting stuck. Enjoy!
nutluck Posted January 4, 2014 Posted January 4, 2014 Okay, looks like the thing last night with creatures was just a fluke of sometimes it doesn't grab everything. Because I tried it again right before bed several times, and again this morning, over and over and over, didn't change anything, and it went through the several rounds just fine. So, there will always be an element of randomness where maybe it just didn't grab new people after the first round (or second if there are still more). But, in the end, that's fine, just pretend those particular bandits or whatever weren't in the mood for sexins. But from my testing, more often than not, sit back for the show, because it could take a bit. And just a few minutes ago, I did the final test to make sure everything worked correctly: Follower. All the testing yesterday was solo (I disabled my follower with the console command to use my usual test save). So, this time, I ran around Helgen, rounded up 7 bandits (6 directly in front of me, 1 was the archer at the top of the tower. Keep in mind, 7 is 1 more than I had slots (6)), once they were all on me, I enabled Jenassa (I didn't want her messing up my bandit round up too soon) and then found a nice open spot and hit the manual surrender, this is what happened: Round 1: (0/7 Completed) All bandits stopped and adopted an alias slot except for one. He returned to sandboxing a bit. (I assume the 7th bandit, the distant archer, had the 6th slot). I raised my hands in surrender, the message I attempted to surrender showed, got punched out by the first bandit, fell down to bleedout, no longer ragdolling. The second bandit popped in front of Jenassa, she also fell down to bleedout. While we both crawled on the ground, we were both robbed, and then they made with the s3xx0rz. They finished, we did the post sex collapse together. Round 2: (2/7 Completed) The first two wandered off into sandbox mode, the other 4 I could see (plus the 5th I couldn't) adopted a slot. No longer punching me out, the message now says my opponents haven't finished yet, the next 2 bandits pop in front of me and Jenassa, making us both stumble back and then fall down for round 2. They finish their thing, we do another post sex bleedout. Round 3: (4/7 Completed) The first 4 bandits have now fully entered sandbox mode, the other 3 adopted a slot. I still couldn't see one, the distant archer, but they apparently got tagged as slot #2, because while one of the 2 visible ones hopped on me, the archer apparently fancied Jenassa. So, they both did their thing, post sex bleedout, leaving one poor bandit. Round 4: (6/7 Completed) The first 6 bandits are in sandbox mode. Repeat of the last two rounds in the setup, only this time, Jenassa remained on the ground bleeding out while the 7th bandit did his thing with me. After he finished, another post sex bleedout. Round 5: (7/7 Completed) Now that all valid targets were sated, the next target check failed to turn up any targets, so Jenassa and I went into the bound part, where we then escaped like normal. (This time, I didn't wait around and let the random repeat trigger, but I've done that before, and yep, they all take a turn if they didn't sandbox too far away when it gets triggered.) So, it looks like everything is working as intended, so I guess I'll bundle it up shortly. Very cool and looking forward to trying out the lastest update when you get it uploaded. As far as the randomness of sometimes bandits etc slip threw the cracks and don't take a turn. I am perfectly ok with that. I mean maybe he wasn't in the mood, or maybe he is gay and doesn't want girl cooties. I consider the occasional random of someone being left out every now and again a feature not a bug, though yes I realize it is a minor bug as they should in theory all always be picked up. Great work.
Vuulgar Posted January 4, 2014 Posted January 4, 2014 Thank you for all your hard work, this is one of the best mods in my opinion, I do dislike how ragdoll works though, I saw a pleading crying animation on another thread, is it possible to substitute the crying for the ragdoll?
Ashra XIII Posted January 4, 2014 Posted January 4, 2014 You are truly amazing, dkatryl. When you said you were going to do some updates to Submit way back when, I could have never imagined you would add this much great stuff to an already great mod. Bravo, sir.
GraysW Posted January 4, 2014 Posted January 4, 2014 Does exist a way to avoid your "death proofing code" ? Because i'm using this mod (Dragons Souls - Death is Highly Overrated http://www.nexusmods.com/skyrim/mods/34698/?). I didn't yet try with your latest release but with the previous one, and with this one there was a conflict.
SiegfriedFafnersbane Posted January 4, 2014 Posted January 4, 2014 I have just made an update do new version and made one mistake. Beside Arm Fix Update in FNIS I have run first Gender Animation Update. The effect is that many on the animation are played not correctly. For example in Arrok BJ the female head is translated. I have something right this now. Anybody know how to fix that? :/
WaxenFigure Posted January 4, 2014 Posted January 4, 2014 I have just made an update do new version and made one mistake. Beside Arm Fix Update in FNIS I have run first Gender Animation Update. The effect is that many on the animation are played not correctly. For example in Arrok BJ the female head is translated. I have something right this now. Anybody know how to fix that? :/ Run FNIS again and remove the setting in error.
NicoleDragoness Posted January 4, 2014 Posted January 4, 2014 I think that the "death proof system" works fine. I entered the Garmund Hall (during the quest "reforge Gauldur Amulet"). In the final room, I fight against Myrik Gauldurson who slainted me twice with his terrific Draugr Lord's Fus-Ro-Dah, smashing me against roof and walls and, in fact, killing me, But I didn't die. I saw my "cinematic death", slowly sinking in the low water but, luckily, my companion Aela placed four Dragonbone Arrows inside the bastard and he died. I jumped up, like a drunken, and, for about a three, four seconds I wasn't able to walk, shaet weapons (still in my hands), move, access inventory, nothing. Then, suddenly, I regained all my controls and I was able to recover my health (lowered on about 30%) and finish the quest. Fun. Immersive. I liked it. (And the next time I will use better my sneak kills to fight from distance with my bow! DOH! )
D_ManXX2 Posted January 4, 2014 Posted January 4, 2014 Most Recent Changes 04JAN14 1430 Fixed - Forgot to add a check to prevent you from talking to your Stormcloak/Imperial prisoner as if you could turn them in to themselves. Added - Multiple NPC player surrender support. It doesn't matter if there is 1 bandit or 100, they will now all potentially try to take a turn. Updated - Adjusted the surrender scenes a bit to account for potentially back to back to back bandits, try to make the transitions a bit smoother. Removed - After the player is punched out, removed the PushAwayActor() function that caused the ragdoll. Getting stuck in the ragdoll camera would conflict with the recent death proofing code if the ragdoll effect made you fall off a high cliff/tower. Updated - Death proofing was adjusted to not try to save you if you happened to fall off a high cliff/tower after surrendering. Even if you surrendered properly, falling to your death will allow the player to expire (As it always would have). I felt this was more inline with the original intent of the death proofing (Not requiring a min health threshold and not getting 1-shot by big 2H'ers) and remove the potential of falling off a cliff somewhere and getting stuck. Enjoy! Thanks for the major update. I was wondering if you will be adding support for npc vs npc in a future update ??This is the only part this mod is still missing, then i get shelf Sexlab defeat because submit has all the functionality now.
SiegfriedFafnersbane Posted January 4, 2014 Posted January 4, 2014 I have just made an update do new version and made one mistake. Beside Arm Fix Update in FNIS I have run first Gender Animation Update. The effect is that many on the animation are played not correctly. For example in Arrok BJ the female head is translated. I have something right this now. Anybody know how to fix that? :/ Run FNIS again and remove the setting in error. How can I do that correctly?I mean how can remove that error? I use HDT phsysics so after updating I made a few steps. 1. Installed XMPS Skeleton. 2. Open FNIS 3. Marked only Gender Animations and updated it. 4. Unmarked Gender Animations. 5. Marked Arm Skeleton Fix and updated it. 6. Deleted the skeleton_female.hkx from ....character female assets folder. 7. Run Skyrim and .. shithappens.
dje34 Posted January 4, 2014 Posted January 4, 2014 Haha! This mod is getting better and better ! Be careful, dkatryl ! Your mod is going to be a must-have !
dkatryl Posted January 4, 2014 Author Posted January 4, 2014 Does exist a way to avoid your "death proofing code" ? Because i'm using this mod (Dragons Souls - Death is Highly Overrated http://www.nexusmods.com/skyrim/mods/34698/?). I didn't yet try with your latest release but with the previous one, and with this one there was a conflict. Directly, no. As it stands, increase your threshold the old way or turn off auto surrender, and it would sort of do the same, but otherwise, no. I'm not going to rush out an update for that, but I can see adding an MCM option to turn it off if you have something else you'd rather run upon death.
dkatryl Posted January 4, 2014 Author Posted January 4, 2014 I have just made an update do new version and made one mistake. Beside Arm Fix Update in FNIS I have run first Gender Animation Update. The effect is that many on the animation are played not correctly. For example in Arrok BJ the female head is translated. I have something right this now. Anybody know how to fix that? :/ Run FNIS again and remove the setting in error. How can I do that correctly?I mean how can remove that error? I use HDT phsysics so after updating I made a few steps. 1. Installed XMPS Skeleton. 2. Open FNIS 3. Marked only Gender Animations and updated it. 4. Unmarked Gender Animations. 5. Marked Arm Skeleton Fix and updated it. 6. Deleted the skeleton_female.hkx from ....character female assets folder. 7. Run Skyrim and .. shithappens. I'm not sure this is a Submit related issue. I add no animations. If you are having issues with the animations like that, it sounds like more of a Framework issue, and probably should be brought up in that thread.
dkatryl Posted January 4, 2014 Author Posted January 4, 2014 Thanks for the major update. I was wondering if you will be adding support for npc vs npc in a future update ??This is the only part this mod is still missing, then i get shelf Sexlab defeat because submit has all the functionality now. Honestly didn't really have any plan to do so. It may be an interesting feature of Defeat, but I wouldn't even know to go about doing that. I said the same thing about support for more than 2 NPC's with Submit for the longest and maintained until as recently as yesterday, and now look. But that's only because I got the idea in my head yesterday on how to do it without redoing everything in the mod, which I wasn't going to do. So, meh, if a clever method of implementing it pops into my head, then maybe. Otherwise, I doubt I will spend any time on it.
dkatryl Posted January 4, 2014 Author Posted January 4, 2014 I think that the "death proof system" works fine. I entered the Garmund Hall (during the quest "reforge Gauldur Amulet"). In the final room, I fight against Myrik Gauldurson who slainted me twice with his terrific Draugr Lord's Fus-Ro-Dah, smashing me against roof and walls and, in fact, killing me, But I didn't die. I saw my "cinematic death", slowly sinking in the low water but, luckily, my companion Aela placed four Dragonbone Arrows inside the bastard and he died. I jumped up, like a drunken, and, for about a three, four seconds I wasn't able to walk, shaet weapons (still in my hands), move, access inventory, nothing. Then, suddenly, I regained all my controls and I was able to recover my health (lowered on about 30%) and finish the quest. Fun. Immersive. I liked it. (And the next time I will use better my sneak kills to fight from distance with my bow! DOH! ) Hrm, while it sounds like that all worked out well in the end, what concerns me in that scenario the shout typically triggers the ragdoll effect. As was brought up after the initial death proof release, ragdolling can cause issues with the restore, as you get stuck in the ragdoll camera and it doesn't allow the restore to function properly. I worked around the "falling off a tower and dying due to ragdolling after the beatdown" by simply removing the ragdolling itself. But a shout would still do the ragdoll. I'm surprised you didn't have that issue, unless the 'death' happened outside the ragdoll moment. I might have to check out http://www.creationkit.com/ to see if I can find how to abort the ragdoll cam.
MonaBabii Posted January 4, 2014 Posted January 4, 2014 Hey DK? I finally got to test the new version of the mod with the death-proof system in place, fighting someone who was way above my combat skill, and when the bandit-like enemies were done (I think it was after the first one), when it was time to get up, either to be bound or pass to the next bandit, something very weird would happen with the ragdoll stuff, and I would be stuck in this semi-ragdoll stage; half ragdolled, half playing animations, but my controls were for the most part disabled. Then I tried the new version, last version posted here that to my surprise was already partly directed at making those things smoother and to help out with the ragdoll stuff, but I'm still getting that myself: I just auto-submit to a bandit, and there were 2 in line with him included. After the first one was done and I was standing up, again, I was doing the normal standing animations and what not but parts of my body were like numb, as in half ragdoll state. Then the second guy popped in, and the SL animations played out fine. After that was done and they left me on the floor bound (still half-bound animation, half numb), I could at least tap the submit key to try and get off my bindings, which in the end I managed. Now this is when it got unplayable; Once I managed out of my bindings, my character was completely frozen, camera stuck, and the loud low-tone "ragdoll" background noise playing nonstop. What's most weird is that when I tapped, say, space to jump, certain areas of my body would attempt to animate appropriately for the jump, in this case my shoulders, but the end result looks like: I'm frozen, but my shoulders are like shrugging. This is somewhat difficult to explain lol D: The way I updated is to simply replace files, but now up there here in this page I see someone mentioning FNIS... Should I have re-run FNIS after replacing the files? Thanks in advance! P.S.: What version of "The dance of death" mod are you using? I hear the version I'm using (the latest) has some issues.
SiegfriedFafnersbane Posted January 4, 2014 Posted January 4, 2014 I have just made an update do new version and made one mistake. Beside Arm Fix Update in FNIS I have run first Gender Animation Update. The effect is that many on the animation are played not correctly. For example in Arrok BJ the female head is translated. I have something right this now. Anybody know how to fix that? :/ Run FNIS again and remove the setting in error. How can I do that correctly?I mean how can remove that error? I use HDT phsysics so after updating I made a few steps. 1. Installed XMPS Skeleton. 2. Open FNIS 3. Marked only Gender Animations and updated it. 4. Unmarked Gender Animations. 5. Marked Arm Skeleton Fix and updated it. 6. Deleted the skeleton_female.hkx from ....character female assets folder. 7. Run Skyrim and .. shithappens. I'm not sure this is a Submit related issue. I add no animations. If you are having issues with the animations like that, it sounds like more of a Framework issue, and probably should be brought up in that thread. I also don't think it's a framework, just asking because peaple here are using this mod, maybe someone have the same problem. The only one thing I wonder now is why the female position is different every time and it's never correct I noticed that I have this problem with Arrok Blowjob animation. The others seams to be good. Don't know how to solve this.
NicoleDragoness Posted January 4, 2014 Posted January 4, 2014 Hmm ... intruding carefully inside the labyrinth of my memory, I'm pretty sure that, after being ragdolled by the first Fus-Ro-Dah, I standed up with my health enough low, like to say 35%, maybe less. I returned up (the final room has a sort of little pool below the main battle place) and I was immediately hit by the second Fus-Ro-Dah. If I remember well, I heard myself cry "aargh" like when I die and THEN started the second ragdoll that smashed my again against walls and finally in the pool. Considering that, during this sort of battles, fullfilled by magical effects, sound and so on, my poor computer suffers by some lags, it's normal to think that I died "outside" and before the second ragdoll. Luckily, your "system" could have saved me (with the great help of my fabolous archer companion Aela ).
Guest Posted January 4, 2014 Posted January 4, 2014 Strange occurance, thought you might like to see the log. Tested on a group of 3 bandits. Manual submit, worked fine. Auto surrender attempt, threshold 70%, 1% chance. Stood there and got beaten up, triggered the message about attempting to surrender. One bandit stepped up for beatdown, I went down into knockdown state. At this point, all 3 bandits milled around, and I had the option to talk to them if they got close enough. No one made a move, and eventually I got the message that the bandits 'were not finished with me yet'. They then proceeded to attack me a little bit again. Eventually I staggered to my feet, then went straight into knockdown animation again, where the message and attacks repeated.I let this continue, and eventually at zero health it said 'your wounds are mortal', and I died. Another thing I thought was strange is that as the bandits have turns, they seem to count as non-hostile, and will spout non-hostile phrases, including asking how I'm doing and commenting on my nakedness. Between rounds, my character also stands normally, which looks a little like she's a willing participant. Dunno if it's possible to substitute the neutral stance for a knockdown one while waiting for the next. Minor issue though. Good work though. I always turned off NPCvsNPC in Defeat, just seemed to cause more problems and weird occurances than I was willing to put up with, so right now the only thing Submit is missing from Defeat for me is the Draugr/Falmer group animations. EDIT: reinstalled the mod, and now auto surrender seems to work fine. Also, had a bandit say 'Good Afternoon' to me before the deed. I'm going to assume he was either very sure of himself or being sarcastic. Papyrus.0.7z
dkatryl Posted January 4, 2014 Author Posted January 4, 2014 I also don't think it's a framework, just asking because peaple here are using this mod, maybe someone have the same problem. The only one thing I wonder now is why the female position is different every time and it's never correct I noticed that I have this problem with Arrok Blowjob animation. The others seams to be good. Don't know how to solve this. Do you have the Submit MCM option on called "Female Player in Victim Mode"?
SiegfriedFafnersbane Posted January 5, 2014 Posted January 5, 2014 Yes I have it. I noticed that when I replace the 1.35 version on old one 1.34 the animations are more buggy than before, all of them.
SiegfriedFafnersbane Posted January 5, 2014 Posted January 5, 2014 I have installed SexLab 1.31 and update to 1.34 now. I run FNIS again update animations and skeleton at once. Looks that it's ok now beside Arrok BJ animation again.
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