Ashra XIII Posted January 5, 2014 Posted January 5, 2014 I've been running Lover's Victim and this together, and I think they don't really work well with auto-submit. Even disabling the death protection, both mods trigger a bleeding effect, and whichever does it first gets interrupted by the second. There's nothing wrong with either mod anyways, since both do what they're supposed to do. So either you disable brawls for Lover's Victim, or you disable auto-submit for Submit, which is what I did since you can still trigger it manually. I kinda wish there was a hotkey to enable/disable the auto-submit option, but since the Lover's Victim brawls don't seem to happen that often, I'll just pop into Submit's MCM whenever one does come up and disable auto-submit... then re-enable it afterwards.
dkatryl Posted January 5, 2014 Author Posted January 5, 2014 I've been running Lover's Victim and this together, and I think they don't really work well with auto-submit. Even disabling the death protection, both mods trigger a bleeding effect, and whichever does it first gets interrupted by the second. There's nothing wrong with either mod anyways, since both do what they're supposed to do. So either you disable brawls for Lover's Victim, or you disable auto-submit for Submit, which is what I did since you can still trigger it manually. Ah, I disabled the protected status if you toggle off the option, I didn't think about disabling Submit's OnEnterBleedout() event code. Not going to rush out an update just for that, am waiting to see if I get a response from Ashal regarding suppressing the post sex ragdolling effect (I don't use it myself, but I tested it last night with it on, and yeah, it seems to screw up the transitions to the second round pretty bad.)
dkatryl Posted January 5, 2014 Author Posted January 5, 2014 Is the message "you are pinned to the ground, your opponents are blinded by lust" from Submit or from SD? That is another mod, so possibly SD, sure.
dkatryl Posted January 5, 2014 Author Posted January 5, 2014 I have a mod that lets me to check (and, eventually modify) some player or NPCs values like: movement speed, weapons speed, set essential, set protected, set invulnerable, jump height and so on. I find it very useful to set my followers exactly as I want. But, after installed the latest two version of Submit, I noticed that my own character (the player) is now set as "protected" and all options in the above mod to change this are grayed out. I suppose it's a consequence of the "death proof" concept. My question, indeed, is how this could interfere with SexLab Defeat, in some cases at least. Protected and/or Essential status is required, otherwise you just die when you reach 0 and the restore function doesn't have a chance to do anything. However, Submit only turns on Protected status (I don't use Essential) if you have Manual Surrender, Auto Surrender, and 'Death Proof' turned on. If any of those are turned off, I turn off Protected status.
dkatryl Posted January 5, 2014 Author Posted January 5, 2014 installed framework 1.35. regarding creature(only tested so far), player always gets naked. not following the stripping rule of framework? That is by design, and isn't done via the Framework, so its version doesn't matter.
NicoleDragoness Posted January 5, 2014 Posted January 5, 2014 Thank you. To complete the answer, indeed, should I disable the "Death Proof" if I wish to "engage" only with Defeat?
dkatryl Posted January 5, 2014 Author Posted January 5, 2014 Thank you. To complete the answer, indeed, should I disable the "Death Proof" if I wish to "engage" only with Defeat? Yes, although if another mod does a "death save", currently, Submit will probably try to run its deal as well, as I didn't stop the event trigger code. Oversight. Guess I should have waited until today to finish instead of trying to get it out last night.
Guest Posted January 5, 2014 Posted January 5, 2014 The Hardcore mode is pretty damn cool, but depending on where you are, can be more annoying than immersive. If you're in some bandit camp or fort, it's pretty cool to run to the road and look for travellers, but if you're a few miles underground or some other place in the arse end of nowhere, it's a chore to head for civilisation. Sanguine's Debauchary has an option to click on weapon and arrows that damages the binds, and can result in being freed. Substituting this for a check could make it a lot more immersive to escape, particularly since weapons get scattered throughout dungeons from fallen foes. Now granted, SD is not exactly the most stable mod and this may well not be something you could do without blowing up Submit, but I thought I'd throw it out there. Hardcore is a really cool option and it's be nice to see it usable so that it makes escape harder, rather than just really long.
dkatryl Posted January 5, 2014 Author Posted January 5, 2014 The Hardcore mode is pretty damn cool, but depending on where you are, can be more annoying than immersive. If you're in some bandit camp or fort, it's pretty cool to run to the road and look for travellers, but if you're a few miles underground or some other place in the arse end of nowhere, it's a chore to head for civilisation. Sanguine's Debauchary has an option to click on weapon and arrows that damages the binds, and can result in being freed. Substituting this for a check could make it a lot more immersive to escape, particularly since weapons get scattered throughout dungeons from fallen foes. Now granted, SD is not exactly the most stable mod and this may well not be something you could do without blowing up Submit, but I thought I'd throw it out there. Hardcore is a really cool option and it's be nice to see it usable so that it makes escape harder, rather than just really long. Yeah, unfortunately, it's an all or nothing thing on the menus. You can't disable just the inventory screen, for instance, and leave the map available, or else I'd just do that. Picking up a weapon is an idea and having each time give a chance to free yourself isn't a bad idea. Especially since adding any item to your inventory (looting, etc) will immediately end the 60s grace period, you can't do that in the middle of the bandit camp itself, or else they will all go RAWR! I could see an issue if you picked something up that was too heavy and then you're slowed with no way of getting into your inventory directly, but if you find a container (body, chest, etc), you could dump stuff there. Hrm, yeah, that's an idea. Could use the same basic algorithm per weapon picked up as used per escape attempt (Combination lockpick skill, the binding setting, etc). Of course, grabbing a weapon, dropping, grabbing, dropping, grabbing until you succeed would also trivialize it, but I guess if you did it far enough away from enemies, one could argue you'd sit there and saw away or whatever until freed anyway. Hrm, it's definitely an idea in place of having access to the quick travel. Edit: Actually, what I'll probably do instead is have you pick up a weapon/arrow, and that sets a global. From that point, pushing the hotkey will attempt to use the weapon/arrow to free yourself. Given the concept is that you are working at it until you get free, and presumably would be doing it while in a safe place, I don't have to make it quick and easy, so will probably make it a very low % chance, 1-10%, depending on settings/skills/etc. You can then either find/loot a weapon/arrow and try until successful, or find a helpful NPC, whichever is easier/quicker. Yeah, I like that better.
nutluck Posted January 5, 2014 Posted January 5, 2014 This 1 is still the 02JAN142232 version. Thanks to nutluck & pinute who helped me with getting the logs to work. I'm not sure how it all works though, I immediately quit the game after the manual submit not working. I hope it contains the info you need. I tried to look it up myself I noticed a phrase said "VM not working" but it's just a wall of texts to me so I don't even know if that's even relevant. Oh here's something gold! So before I boot up the game, I came here, checking some replies. Then boot up the game & the game just keeps crashing! So I check BOSS, and guess what? BOSS said the Unofficial Patches got dirty edits on them & I should get TES5Edit. That's not even the best part of it, so I got TES5Edit & run the thing & guess what? TES5Edit said the DLCs & the Unofficial Patches need to be cleaned!!! My instinct said I should clean them all, but my senses said I should not because it can ruin the game, so should I? I've been trying to get the game to work for an hour & a half. Gopher does a pretty good video on how to use TES5Edit for master files and mods, I would recommend strongly you go watch them both first before trying it. master files video mods video
Justoutthere Posted January 5, 2014 Posted January 5, 2014 Having Trigger issues with 5th Jan ver (SL 1.35) With any creature type I will either get naked and then creature goes to normal idle or die, if one creature seems to prefer idle if multiple seems to prefer die. As this is on a clean install I added sexcrop to test if animation trigger works and can trigger animations OK with that. If you need papyrus log will need help setting that up (point me at a good tutorial is fine), any other info please just ask. I realy hope I have just done something silly as I love this mod.
nutluck Posted January 5, 2014 Posted January 5, 2014 I've been running Lover's Victim and this together, and I think they don't really work well with auto-submit. Even disabling the death protection, both mods trigger a bleeding effect, and whichever does it first gets interrupted by the second. There's nothing wrong with either mod anyways, since both do what they're supposed to do. So either you disable brawls for Lover's Victim, or you disable auto-submit for Submit, which is what I did since you can still trigger it manually. Yeah i turned off Brawl with lovers victim for a couple of reasons, with brawl turned off in lovers victim it works fine with Submit. With brawl on I can imagine it having issues, but then I sometimes had issues with brawl anyways.
dkatryl Posted January 5, 2014 Author Posted January 5, 2014 Ashal gave me what I needed (Thread.DisableRagdollEnd(ActorRef)) so with that, I will implement that on the player/follower to avoid glitching during round transitions. I will test leaving it on for the aggressors, since the camera doesn't really get stuck on NPCs, and once they finish, they won't be part of the next round anyway. If it causes problems, I will just disable it for them as well. Edit: Testing showed allowing the bandit to ragdoll so long as the player didn't seemed to work just fine, and the transitions completed smoothly. Sorry for those that prefer ragdolling to just popping up (I would like a suitable "finish/stand up" animation myself) but stability comes first. I already have the OnEnterBleedout() ignore if death proofing is turned off in, and adding the above will only take a few minutes. I want to implement the active binding escape stuff as discussed further up first. Once I finish that, I'll update.
nutluck Posted January 5, 2014 Posted January 5, 2014 The Hardcore mode is pretty damn cool, but depending on where you are, can be more annoying than immersive. If you're in some bandit camp or fort, it's pretty cool to run to the road and look for travellers, but if you're a few miles underground or some other place in the arse end of nowhere, it's a chore to head for civilisation. Sanguine's Debauchary has an option to click on weapon and arrows that damages the binds, and can result in being freed. Substituting this for a check could make it a lot more immersive to escape, particularly since weapons get scattered throughout dungeons from fallen foes. Now granted, SD is not exactly the most stable mod and this may well not be something you could do without blowing up Submit, but I thought I'd throw it out there. Hardcore is a really cool option and it's be nice to see it usable so that it makes escape harder, rather than just really long. Yeah, unfortunately, it's an all or nothing thing on the menus. You can't disable just the inventory screen, for instance, and leave the map available, or else I'd just do that. Picking up a weapon is an idea and having each time give a chance to free yourself isn't a bad idea. Especially since adding any item to your inventory (looting, etc) will immediately end the 60s grace period, you can't do that in the middle of the bandit camp itself, or else they will all go RAWR! I could see an issue if you picked something up that was too heavy and then you're slowed with no way of getting into your inventory directly, but if you find a container (body, chest, etc), you could dump stuff there. Hrm, yeah, that's an idea. Could use the same basic algorithm per weapon picked up as used per escape attempt (Combination lockpick skill, the binding setting, etc). Of course, grabbing a weapon, dropping, grabbing, dropping, grabbing until you succeed would also trivialize it, but I guess if you did it far enough away from enemies, one could argue you'd sit there and saw away or whatever until freed anyway. Hrm, it's definitely an idea in place of having access to the quick travel. Edit: Actually, what I'll probably do instead is have you pick up a weapon/arrow, and that sets a global. From that point, pushing the hotkey will attempt to use the weapon/arrow to free yourself. Given the concept is that you are working at it until you get free, and presumably would be doing it while in a safe place, I don't have to make it quick and easy, so will probably make it a very low % chance, 1-10%, depending on settings/skills/etc. You can then either find/loot a weapon/arrow and try until successful, or find a helpful NPC, whichever is easier/quicker. Yeah, I like that better. Sounds really cool way to handle it, I admit being deep in a dungeon can be a bit tedious but I considered it a small price to pay for the rest. Never really considered a fix like the one mentioned above but it is a cool idea. Now if you can get it to work like you mention above where it is slow and takes time that would be very cool. Maybe give the ropes x amount of "health" and each time you try and "use" the weapon it does random damage to the rope. Though that might be a bit much to code, but tossing the idea out.
nutluck Posted January 5, 2014 Posted January 5, 2014 oops sorry about the enbeded video's I only meant to put URL links to them but for some reason it just added the video's. *sigh*
dkatryl Posted January 5, 2014 Author Posted January 5, 2014 I've been running Lover's Victim and this together, and I think they don't really work well with auto-submit. Even disabling the death protection, both mods trigger a bleeding effect, and whichever does it first gets interrupted by the second. There's nothing wrong with either mod anyways, since both do what they're supposed to do. So either you disable brawls for Lover's Victim, or you disable auto-submit for Submit, which is what I did since you can still trigger it manually. Yeah i turned off Brawl with lovers victim for a couple of reasons, with brawl turned off in lovers victim it works fine with Submit. With brawl on I can imagine it having issues, but then I sometimes had issues with brawl anyways. Is the Brawl an actual 'Brawl', where you use your fists and crap? If it is, I probably need to check that anyway, because otherwise, regular brawling would have issues as well.
Pinute Posted January 5, 2014 Posted January 5, 2014 I've been running Lover's Victim and this together, and I think they don't really work well with auto-submit. Even disabling the death protection, both mods trigger a bleeding effect, and whichever does it first gets interrupted by the second. There's nothing wrong with either mod anyways, since both do what they're supposed to do. So either you disable brawls for Lover's Victim, or you disable auto-submit for Submit, which is what I did since you can still trigger it manually. Yeah i turned off Brawl with lovers victim for a couple of reasons, with brawl turned off in lovers victim it works fine with Submit. With brawl on I can imagine it having issues, but then I sometimes had issues with brawl anyways. Is the Brawl an actual 'Brawl', where you use your fists and crap? If it is, I probably need to check that anyway, because otherwise, regular brawling would have issues as well. Yep, LV uses the vanilla brawl mechanism.
nutluck Posted January 5, 2014 Posted January 5, 2014 I've been running Lover's Victim and this together, and I think they don't really work well with auto-submit. Even disabling the death protection, both mods trigger a bleeding effect, and whichever does it first gets interrupted by the second. There's nothing wrong with either mod anyways, since both do what they're supposed to do. So either you disable brawls for Lover's Victim, or you disable auto-submit for Submit, which is what I did since you can still trigger it manually. Yeah i turned off Brawl with lovers victim for a couple of reasons, with brawl turned off in lovers victim it works fine with Submit. With brawl on I can imagine it having issues, but then I sometimes had issues with brawl anyways. Is the Brawl an actual 'Brawl', where you use your fists and crap? If it is, I probably need to check that anyway, because otherwise, regular brawling would have issues as well. Yep lovers victim starts a regular brawl and if you lose your character gets raped, if you win your character doesn't. You can turn the brawl option off though in lovers victim and then it goes straight to the rape and no conflicts. Edit: ninja'd anyways on the answer.
dkatryl Posted January 5, 2014 Author Posted January 5, 2014 Fair enough. That makes it even easier. I just need to do a "GetOwningQuest().GetStage(10)" to Favor17 quest check to ignore my stuff, since that is the active Brawl quest stage.
Guest Posted January 5, 2014 Posted January 5, 2014 The Hardcore mode is pretty damn cool, but depending on where you are, can be more annoying than immersive. If you're in some bandit camp or fort, it's pretty cool to run to the road and look for travellers, but if you're a few miles underground or some other place in the arse end of nowhere, it's a chore to head for civilisation. Sanguine's Debauchary has an option to click on weapon and arrows that damages the binds, and can result in being freed. Substituting this for a check could make it a lot more immersive to escape, particularly since weapons get scattered throughout dungeons from fallen foes. Now granted, SD is not exactly the most stable mod and this may well not be something you could do without blowing up Submit, but I thought I'd throw it out there. Hardcore is a really cool option and it's be nice to see it usable so that it makes escape harder, rather than just really long. Yeah, unfortunately, it's an all or nothing thing on the menus. You can't disable just the inventory screen, for instance, and leave the map available, or else I'd just do that. Picking up a weapon is an idea and having each time give a chance to free yourself isn't a bad idea. Especially since adding any item to your inventory (looting, etc) will immediately end the 60s grace period, you can't do that in the middle of the bandit camp itself, or else they will all go RAWR! I could see an issue if you picked something up that was too heavy and then you're slowed with no way of getting into your inventory directly, but if you find a container (body, chest, etc), you could dump stuff there. Hrm, yeah, that's an idea. Could use the same basic algorithm per weapon picked up as used per escape attempt (Combination lockpick skill, the binding setting, etc). Of course, grabbing a weapon, dropping, grabbing, dropping, grabbing until you succeed would also trivialize it, but I guess if you did it far enough away from enemies, one could argue you'd sit there and saw away or whatever until freed anyway. Hrm, it's definitely an idea in place of having access to the quick travel. Edit: Actually, what I'll probably do instead is have you pick up a weapon/arrow, and that sets a global. From that point, pushing the hotkey will attempt to use the weapon/arrow to free yourself. Given the concept is that you are working at it until you get free, and presumably would be doing it while in a safe place, I don't have to make it quick and easy, so will probably make it a very low % chance, 1-10%, depending on settings/skills/etc. You can then either find/loot a weapon/arrow and try until successful, or find a helpful NPC, whichever is easier/quicker. Yeah, I like that better. SD doesn't actually require the inventory, merely clicking on the weapon/arrow triggers the attempt. As far as I remember, the item never actually gets picked up, and just sits there so you can hunker over it furiously cutting. I dunno how it's coded to take priority over the game's normal use for clicking on an item, but I imagine it's similar to your own Hardcore mode, where regardless of NPC and gags, clicking triggers the 'help, I've just escaped' bit (absolute godsend for running Hardcore + Submit/Devious Devices, btw). I suppose your way would also allow an attempt to sneak away with a sharp object without attracting attention (since you've mentioned it would turn off the grace period), which would be cool. Maybe make the cut function also be a sound-causing event, so it might attract attention if you're not somewhere out of the way? Like turning on a torch or failing a stealth check. You'd know better than I would whether any of this is possible/stable/desirable though.
Coopervane Posted January 5, 2014 Posted January 5, 2014 SD doesn't actually require the inventory, merely clicking on the weapon/arrow triggers the attempt. As far as I remember, the item never actually gets picked up, and just sits there so you can hunker over it furiously cutting. SD did it by force-dropping anything you picked up that was a weapon, ammo or piece of armor, which means they could not be added to your inventory, you'd vomit them right back up again. I think the idea dk is cooking up right now will actually be a better solution than what SD went for.
Para Posted January 5, 2014 Posted January 5, 2014 is there a way to disable being raped by female npc? and disable male follower being raped?
dkatryl Posted January 5, 2014 Author Posted January 5, 2014 My biggest problem at the moment is I am having a booger bear of a time trying to find a nice, easy way to detect if you are actively in a brawl, so that I can just ignore the death proof stuff if you are actively brawling. All I can find in the Brawl() function is: trace("Brawl: " + pTarget + ", friend=" + pTargetFriend) BrawlKeyword.SendStoryEvent(None, pTarget, pTargetFriend) The first part is trace crap, the second is a keyword, but I don't know how to make use of it. You'd think it'd be easy, and maybe it is, but I am failing to find it.
eifrag Posted January 5, 2014 Posted January 5, 2014 me: I'll give you to the authority for bounties she-elf: whatever you say *nearest town is too far. me: ok. you're free to go.. she-elf: xpect me to believe that? continue on my adventures, looked back she-elf still following, she didnt believe me
dkatryl Posted January 5, 2014 Author Posted January 5, 2014 me: I'll give you to the authority for bounties she-elf: whatever you say *nearest town is too far. me: ok. you're free to go.. she-elf: xpect me to believe that? continue on my adventures, looked back she-elf still following, she didnt believe me Hrm, apparently, I didn't clear the Bounty alias in that one. Fair enough. It will be fixed in the next update, whenever that happens to be.
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