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Posted

Just throwing this out there for general consumption, don't use this mod while using Populated Lands, Roads, and Paths. That initial pulse to grab nearby NPCs will grab characters that were added in as well, leading to some really wonky behavior. First time I tried with a group of bandits, after submitting, a Vigilant of Stendarr appeared, healed my character, and raped Lydia while I was totally free to walk around.

Posted

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.

I see in your edit, it seems to be working now, which is good, because I looked at your log, and it had a LONG list of warnings and errors from a crap load of other mods, and after doing a search for the word 'Submit', I only saw 2 pairs of Submit warnings (no errors) in the entire thing, and they were both referring to 2 Aliases that were deleted and no longer exist.

Posted

Just throwing this out there for general consumption, don't use this mod while using Populated Lands, Roads, and Paths. That initial pulse to grab nearby NPCs will grab characters that were added in as well, leading to some really wonky behavior. First time I tried with a group of bandits, after submitting, a Vigilant of Stendarr appeared, healed my character, and raped Lydia while I was totally free to walk around.

 

That doesn't sound wonky at all. I swear that woman deserves everything that comes her way -.-

Posted

Just throwing this out there for general consumption, don't use this mod while using Populated Lands, Roads, and Paths. That initial pulse to grab nearby NPCs will grab characters that were added in as well, leading to some really wonky behavior. First time I tried with a group of bandits, after submitting, a Vigilant of Stendarr appeared, healed my character, and raped Lydia while I was totally free to walk around.

Huh, how odd, it is supposed to check to make sure that the target of the pulse either had the Calm effect and/or IsHostileToActor.  (I added that last one, because otherwise, yeah, it would grab anything nearby. Like Shadowmere, for instance... :P)

Posted

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.

 

It seems this happen every time, it's not just a one time thing D:

Posted

 

Just throwing this out there for general consumption, don't use this mod while using Populated Lands, Roads, and Paths. That initial pulse to grab nearby NPCs will grab characters that were added in as well, leading to some really wonky behavior. First time I tried with a group of bandits, after submitting, a Vigilant of Stendarr appeared, healed my character, and raped Lydia while I was totally free to walk around.

Huh, how odd, it is supposed to check to make sure that the target of the pulse either had the Calm effect and/or IsHostileToActor.  (I added that last one, because otherwise, yeah, it would grab anything nearby. Like Shadowmere, for instance... :P)

 

 

I think Populated Lands, Roads, and Paths is just buggy to begin with. Everything's working like it should once I removed that mod.

 

Awesome work, man. I'm digging it.

Posted

I think there might be a problem with the script where they run up to you (after sex) to tell you "well done" and then increases your relationship with them. Sometimes they do not complete this and if they don't you will CTD on save.

 

After crashing on save several times i tested out a lot of things and this is what I found out to be the cause of my CTD on save. Is there anyone else who ran into this problem and is it averted by waiting for them to finish the relation increases?

Posted

Okay so, my issue doesn't seem to happen at all when I disable Ragdoll ending from the SexLab MCM page, everything works smoothly as it should.

Still though D: I grew kind of attached of using the ragdoll ending lol, does it happen to anyone else? am I the only one using the ragdoll ending? xD or is the problem just happening to me?

 

Thanks again in advance.

Posted

Okay so, my issue doesn't seem to happen at all when I disable Ragdoll ending from the SexLab MCM page, everything works smoothly as it should.

Still though D: I grew kind of attached of using the ragdoll ending lol, does it happen to anyone else? am I the only one using the ragdoll ending? xD or is the problem just happening to me?

 

Thanks again in advance.

I turned off Sexlab's ragdoll finishing because it honestly bugs out more often than not.

 

Almost any time there is an issue when there is ragdolling involved, it seems to magically disappear once ragdolling is removed.

 

I am not a big fan of "finished sex IMMEDIATELY STAND UP AS IF NOTHING WAS HAPPENING!" that it is without the ragdoll, but I much prefer to not have the wonky issues caused by ragdoll.  I know Ashal wants to replace it entirely with a set of animations for both parties standing up when finished, but he's not an animator, so unless someone pulls them out of their ass, we're doing without.

 

And I can't find jack all about detecting it, cancelling it, etc, anywhere on http://www.creationkit.com/. :unsure:

Posted

I think there might be a problem with the script where they run up to you (after sex) to tell you "well done" and then increases your relationship with them. Sometimes they do not complete this and if they don't you will CTD on save.

 

After crashing on save several times i tested out a lot of things and this is what I found out to be the cause of my CTD on save. Is there anyone else who ran into this problem and is it averted by waiting for them to finish the relation increases?

I haven't seen anyone report that problem in months.  Not since I replaced the old While loop (that should have worked, don't know why it would CTD on saves) with the more crude system it's been using for months.

 

At any rate, it will always complete, but there is a 10s delay before it happens.  The delay was originally because I was designing around the post sex ragdoll, but as was just discussed in a previous post, the post sex ragdolling is notoriously unreliable and the source of many bugs and such, so I suppose the 10s isn't necessary.

 

I'm probably going to just have to make a disclaimer that this mod was designed to not use the Framework's ragdolling.  Use it as your own risk, don't come here and complain if you do and stuff doesn't work.

Posted

I've never tried the ragdolling... is having the bodies flop around limply for a few seconds supposed to be more realistic than them just popping up to their feet? I don't really see the benefit. :P

Posted

I'm seeing an issue where the number that is displayed when the relationship rank increases.  It used to show the new relationship rank, but most of the time it now just shows a 1.  For example, housecarls by default have a rank of 3 when they first become a housecarl.  Same with followers like Uthgerdt.  My PC seduces Lydia.  She gives the "You've done well" statement.  When the alert in the top left appears, it says the relationship rank is 1.  It actually should be 4.  I'm starting a new game with the new release, so I'll double-check it.  I remember this happening with the last 2 versions.

Posted

I'm seeing an issue where the number that is displayed when the relationship rank increases.  It used to show the new relationship rank, but most of the time it now just shows a 1.  For example, housecarls by default have a rank of 3 when they first become a housecarl.  Same with followers like Uthgerdt.  My PC seduces Lydia.  She gives the "You've done well" statement.  When the alert in the top left appears, it says the relationship rank is 1.  It actually should be 4.  I'm starting a new game with the new release, so I'll double-check it.  I remember this happening with the last 2 versions.

That is something different, and I think I know what it is.  Your issue is something related to one of the more recent changes (I honestly can't remember what made it necessary...***) and I must have overlooked certain scenarios.

 

I'm actually shortening the 10s delay to a simple 1s delay before it runs the script, and returning it to the original While loop, so I was just looking at it now.  I will take a second look at that particular section.

 

When you see it tell you "1", is that after you've already slept with them, or is this the first time with the housecarls and such that tells you 1?

 

Edit: *** Oh yeah, I had to raise the rank to 1 with neutrals that you seduce and ask them to follow you to a private place so you can actually go into their house without trespassing.  But I couldn't let the post coital run like that, or you'd go straight to 2.

Posted

I've never tried the ragdolling... is having the bodies flop around limply for a few seconds supposed to be more realistic than them just popping up to their feet? I don't really see the benefit. :P

 

I like the ragdoll better than the "instant up-suddenly dressed".  I'd would prefer the undress animation (maybe reverse it) be played then have the participants suddenly redressed, rather than either the pop-up dressed or the ragdoll.

 

 

I've actually never had the ragdoll cause any issues (crashing or otherwise) other than the problems with the 1.20+ versions of SL where the ragdoll made the PC go into the floor.  This was fix in a 1.3x version.  Never any CTDs though.  But I also never ever save directly after a sex scene.  Never saw any reason to.

Posted

 

Okay so, my issue doesn't seem to happen at all when I disable Ragdoll ending from the SexLab MCM page, everything works smoothly as it should.

Still though D: I grew kind of attached of using the ragdoll ending lol, does it happen to anyone else? am I the only one using the ragdoll ending? xD or is the problem just happening to me?

 

Thanks again in advance.

I turned off Sexlab's ragdoll finishing because it honestly bugs out more often than not.

 

Almost any time there is an issue when there is ragdolling involved, it seems to magically disappear once ragdolling is removed.

 

I am not a big fan of "finished sex IMMEDIATELY STAND UP AS IF NOTHING WAS HAPPENING!" that it is without the ragdoll, but I much prefer to not have the wonky issues caused by ragdoll.  I know Ashal wants to replace it entirely with a set of animations for both parties standing up when finished, but he's not an animator, so unless someone pulls them out of their ass, we're doing without.

 

And I can't find jack all about detecting it, cancelling it, etc, anywhere on http://www.creationkit.com/. :unsure:

 

 

I did the same, I turned off ragdoll endings in sexlab cause I just had to many issues with it. While it is better than just standing up like nothing is happening animation it is not worth the effort.

 

Me personally I think a partial answer for replacing the ragdoll for the victim is put them in the bleed out animation for a bit so they have to crawl around a bit and then let them stand up. But use that female cover up animation someone made.

 

Then wouldn't need to make all new animations, not perfect but better than no animation or the problems with ragdoll. Of course this is a sexlab issue not submit, but since you was talking about it, thought I would toss out a idea, cause it made me think of it. :)

Posted

[...] is having the bodies flop around limply for a few seconds supposed to be more realistic than them just popping up to their feet? ...  :P

 

Uh... yes? :P It's specially more realistic when you put it with the exact words you just did as well lol, that's what good sex does to you when it's over :P even more so in rape-like scenarios (maybe not as exaggerated though :P).

Now the way the ragdolls are done, well... I wouldn't exactly call it realistic, but definitely "more realistic" than automagically go from a doggy pose to fully stand up looking into the horizon like someone just jump-cut a video. And this is all exactly why I like it lol... I would love to have the whole thing upgraded somehow, for instance having those animations DK was mentioning for example xD but oh well. I guess we'll have to wait.

Posted

 Edit: *** Oh yeah, I had to raise the rank to 1 with neutrals that you seduce and ask them to follow you to a private place so you can actually go into their house without trespassing.  But I couldn't let the post coital run like that, or you'd go straight to 2.

And what do you know... that was the source of the bug.  I forgot to check to make sure the rank was ALREADY 1 or higher.  So I was setting ALL of them to 1 if you ask for privacy.  DOH!

 

I'll fix that for the next update, indeed.

Posted

Just want to thank you for the continued updates dkatryl, submit is probably the most frequently updated finished mod :D. The new deathproof autosurrender seems a great idea.

 

I just have a question to the users of both SD and Submit: Do submit autosurrender and SD conflict, i.e. Submit this way prevents SD slavery or which settings do you chose to make both work well together? I have been reluctant so far trying the deathproof autosurrender, fearing conflicting with SD. 

Posted

Just want to thank you for the continued updates dkatryl, submit is probably the most frequently updated finished mod :D. The new deathproof autosurrender seems a great idea.

 

I just have a question to the users of both SD and Submit: Do submit autosurrender and SD conflict, i.e. Submit this way prevents SD slavery or which settings do you chose to make both work well together? I have been reluctant so far trying the deathproof autosurrender, fearing conflicting with SD. 

 

I haven't gotten to the point of doing the quest for Sam just yet in my new game, so I can't say since SD is not yet initialized in my current save. But I'll make sure to post how things go when I get there! Just 2 more levels I believe to get Sam? I'm level 12.

 

That said though... I would imagine it'd be a case of doing the good ole' -have Z mod at X value and Y mod at a different value-, but again :P I'll report back once I actually know what I'm talking about lol.

Posted

Just want to thank you for the continued updates dkatryl, submit is probably the most frequently updated finished mod :D. The new deathproof autosurrender seems a great idea.

 

I just have a question to the users of both SD and Submit: Do submit autosurrender and SD conflict, i.e. Submit this way prevents SD slavery or which settings do you chose to make both work well together? I have been reluctant so far trying the deathproof autosurrender, fearing conflicting with SD. 

The current version will probably have issues.

 

I am adding a MCM option that will disable the death proofing so that it will basically work like it did previously, letting you use another mod (SD, No Death, etc) to run in place of death, or just use Submit's if that is all you have/want.

 

But, just can't get my head into the stupid mod tonight, so it looks like it will be tomorrow.

Posted

Uh, I've been playing today with Submit and a couple other mods, including Lover's Victim, and I have a little issue between both, that or I've done something wrong again.

 

I got my character attacked due to Lover's Victim, which automatically starts sex scenes after the brawl. If you get her smacked hard enough to die, Submit triggers and protects the character to prepare for the assault, but then Lover's Victim triggers as well, initiates the sex... And I suppose that Submit then thinks that there's no valid actor for its own, drops the essential tag on the character and she dies mid-sex.

 

I've tried raising the auto-submit threshold so that it triggers always first, but even so, depending on the enemy the situation still happens sometimes if they hit hard enough. 

Posted

I've never tried the ragdolling... is having the bodies flop around limply for a few seconds supposed to be more realistic than them just popping up to their feet? I don't really see the benefit. :P

 

Ragdolling was introduced in an early sex mod to solve the problem of how to STOP the animations reliably and at the same moment.  The problem with ragdolling is that it causes CTDs when you are in TFC mode when the ragdoll call is made.  The CTD is usually not right away though, it waits until you go to bring up a menu or save and then will crash.

 

The other option of not using ragdolling means that occasionally the animation fails to end or when using the "necro" option of some mods the deceased actor will not return to a "dead body" status.  There are unfortunately no "limp" body animations suitable for a more realistic necro.

 

Bottom line: If you enable ragdoll, make sure you are never in TFC mode at the end of a sex act.  Without ragdoll sometimes the actors are going to be stuck.  I often select the "stuck" actor in the console and enter "playidle zazappillsxexita" which will play and then let them return to normal.

 

 

Posted

 

I've never tried the ragdolling... is having the bodies flop around limply for a few seconds supposed to be more realistic than them just popping up to their feet? I don't really see the benefit. :P

 

Ragdolling was introduced in an early sex mod to solve the problem of how to STOP the animations reliably and at the same moment.  The problem with ragdolling is that it causes CTDs when you are in TFC mode when the ragdoll call is made.  The CTD is usually not right away though, it waits until you go to bring up a menu or save and then will crash.

 

The other option of not using ragdolling means that occasionally the animation fails to end or when using the "necro" option of some mods the deceased actor will not return to a "dead body" status.  There are unfortunately no "limp" body animations suitable for a more realistic necro.

 

Bottom line: If you enable ragdoll, make sure you are never in TFC mode at the end of a sex act.  Without ragdoll sometimes the actors are going to be stuck.  I often select the "stuck" actor in the console and enter "playidle zazappillsxexita" which will play and then let them return to normal.

 

 

bat file created. Thanks a bunch, wf!

 

Edit: me wonders just which 'early sex mod' he speaks of ....

Posted

Most Recent Changes
05JAN14 0026

  • Fixed - Forgot to check if the Relationship Rank was < 1 before setting it to 1 if you ask for privacy during a consensual sex session. (This was originally done so you wouldn't be trespassing if you took your partner into their home.)
  • Added - MCM option to disable the 'Death Proof' feature if you have another mod that it conflicts with and/or you just don't want to use it.
  • Updated - Given the nature of the multiple NPC player surrender support, added some checks to bypass certain redundant functions after the first time, such as robbing/stripping the player.  Also allocated a dedicated Alias to handle being the one that actually steals the player's gold/gear for reference in post sex functions (Support for other mods, reference the Alias 'ActorBully')

'Death Proof' issues I am aware of:

There are two potential issues I am aware of regarding the 'Death Proofing' feature:

  1. It bugs out really badly if you are actively ragdolling when you die.  This seems to be due to the ragdoll camera not being able to release itself to allow the function that restores you to finish.  I can't find anyway to abort the ragdoll camera, so there is nothing I can do there.  Sorry.
  2. This feature will conflict with any other mod that uses the OnEnterBleedout() Event trigger.  Again, there is nothing I can do if you are using other mods that use the same trigger. Sorry.

As such, I added an MCM option to disable this feature.

 

 

 

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