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Posted

maybe if you just removed the brawl from yours completely? You can maybe replace the punching with just the NPC's gathering around and the PC going into the hands up and then slowly shift into the bleedout animation? Not perfect but it might work and look like the PC is just giving up and falling down in despair at what is about to come next... just tossing out idea's.

Posted

version 05JAN14 0026.

Had something strange happen everytime I auto submit a previous attacker now a dead guy appears to attack the pc. Not sure what causes this of if it is know problem? Haven't seen it mentioned in the comments, so here goes...

My pc was attacked and auto submitted, the guy started the scene.
the scene ended as intended, while trying to break free the I was noticed and he toke a second turn.
afterwards I was bound and this time I escaped. (hardcore mode disabled)
got my gear on and came back and sneak killed the guy.
some time after I again autosubmitted to another attacker, but instead of the new attacker starting a scene the previous attacker I killed is spawned into the area and instead starts the scene. 
Tried playing on but it keeps happening each time I submit to new enemies the same guy spawns in and the other enemy walks away.

after a while I load a save from before it happend and didn't seem happen again - not yet anyway.

just thought I'd mentioned it. Some times when I come back to kill previous attackers they either ignore me until I attack first or they just remain neutral to my pc without ever attacking.

Other than that love the mod, thank you for your hard work.

Posted

As for them being none hostile towards you if you come back. I think that is cause unless you equip weapons etc with in range of them they stay on the calming effect count down which I forget how long it is but very long. So if you use hardcore and have to run away you never equip anything with in range of them, so likely you are just returning to them before the counter has run out. At least this is my theory on why that happens cause I see it happen sometimes as well, but so far it has always been after a hardcore escape and I come right back.

 

Not sure if it is possible but maybe have them resume normal hostility once the bounds are cut could be the answer?

Posted

version 05JAN14 0026.

 

Had something strange happen everytime I auto submit a previous attacker now a dead guy appears to attack the pc. Not sure what causes this of if it is know problem? Haven't seen it mentioned in the comments, so here goes...

 

My pc was attacked and auto submitted, the guy started the scene.

the scene ended as intended, while trying to break free the I was noticed and he toke a second turn.

afterwards I was bound and this time I escaped. (hardcore mode disabled)

got my gear on and came back and sneak killed the guy.

some time after I again autosubmitted to another attacker, but instead of the new attacker starting a scene the previous attacked I killed is spawned into the area and instead starts the scene instead. 

Tried playing on but it keeps happening each time I submit to new enemies the same guy spawns in and the other enemy walks away.

 

after a while I load a save from before it happend and didn't seem happen again - not yet anyway.

 

just thought I'd mentioned it. Some times when I come back to kill previous attackers they either ignore me until I attack first or they just remain neutral to my pc without ever attacking.

 

Other that that love the mod, thank you for your hard work.

I had something similar happen after starting a new game.

 

Auto-surrendered at bleak falls barrow, lost all my equipment, escaped and snuck inside to get some weapons of a dead body, came out and even though they were hostile they didn't attack and let me club them to death.

 

Inside bleak falls at the part where a bandit goes to pull the gate leaver, I get his attention by firing an arrow at him, he's a tough git and beats the crap out of me. One of the dead bodies from outside appears to rape me while he goes off to pull the leaver, then I get caught in permanent bleed-out because he's pulled the leaver and died.

 

Part of this might be because I have only females can rape in lovers-victim. 

Posted

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.

 

 

Following my from-the-standpoint-of-someone-who-knows-jacksquat-about-scripting theme of silly ideas... Is there no way to detect if the enemy that's attacking you is doing so with their fists or a weapon? or in a similar train of thought, if -you- are using a weapon or your fists?

Though I imagine if there is a way and you were to do it that way, there would be an issue of Submit not triggering if you're one of those crazy people who actually fight using the unarmed attack damage perk from heavy armor, or fighting enemies that just rather use their fists, like random-event-skooma seller guy NPC person, or some of the lowlife NPCs in Riften's ratway...

 

'Kay nevermind, ignore all of the above :P

 

God I'd be the lamest programmer ever...

Posted

 

version 05JAN14 0026.

 

Had something strange happen everytime I auto submit a previous attacker now a dead guy appears to attack the pc. Not sure what causes this of if it is know problem? Haven't seen it mentioned in the comments, so here goes...

 

My pc was attacked and auto submitted, the guy started the scene.

the scene ended as intended, while trying to break free the I was noticed and he toke a second turn.

afterwards I was bound and this time I escaped. (hardcore mode disabled)

got my gear on and came back and sneak killed the guy.

some time after I again autosubmitted to another attacker, but instead of the new attacker starting a scene the previous attacked I killed is spawned into the area and instead starts the scene instead. 

Tried playing on but it keeps happening each time I submit to new enemies the same guy spawns in and the other enemy walks away.

 

after a while I load a save from before it happend and didn't seem happen again - not yet anyway.

 

just thought I'd mentioned it. Some times when I come back to kill previous attackers they either ignore me until I attack first or they just remain neutral to my pc without ever attacking.

 

Other that that love the mod, thank you for your hard work.

I had something similar happen after starting a new game.

 

Auto-surrendered at bleak falls barrow, lost all my equipment, escaped and snuck inside to get some weapons of a dead body, came out and even though they were hostile they didn't attack and let me club them to death.

 

Inside bleak falls at the part where a bandit goes to pull the gate leaver, I get his attention by firing an arrow at him, he's a tough git and beats the crap out of me. One of the dead bodies from outside appears to rape me while he goes off to pull the leaver, then I get caught in permanent bleed-out because he's pulled the leaver and died.

 

Part of this might be because I have only females can rape in lovers-victim. 

 

 

I had the same earlier, with a bunch of wolves standing idle, then a dead one jumping in when I surrendered to bandits. I had thought it was just because I was messing about a fair amount with mod combinations.

 

Posted

maybe if you just removed the brawl from yours completely? You can maybe replace the punching with just the NPC's gathering around and the PC going into the hands up and then slowly shift into the bleedout animation? Not perfect but it might work and look like the PC is just giving up and falling down in despair at what is about to come next... just tossing out idea's.

You're misunderstanding.  I am referring to when you start a brawl from OTHER sources, whether its mods or just default Skyrim brawls.

Posted

The dead bodies getting used is odd, because I thought I did a check to make sure the targets were alive.  :huh:  Guess I'll double check that.

Posted

As for them being none hostile towards you if you come back. I think that is cause unless you equip weapons etc with in range of them they stay on the calming effect count down which I forget how long it is but very long. So if you use hardcore and have to run away you never equip anything with in range of them, so likely you are just returning to them before the counter has run out. At least this is my theory on why that happens cause I see it happen sometimes as well, but so far it has always been after a hardcore escape and I come right back.

 

Not sure if it is possible but maybe have them resume normal hostility once the bounds are cut could be the answer?

This much is true, it lasts for an hour of real time, unless it gets aborted early by equipping items/spells, looting, starting combat, etc.

 

I could always lower it down a bit, but never figured it would cause issues being at an hour, given the aborting stuff, and when you change locations, NPCs get automatically stripped of magic effects, so quick travel *should* clear it as well.

Posted

Surrendered to a bunch of falmer and everything went okay. I then started noticing weird things like the inability to draw weapons. When I surrendered again to the thugs in the ratway, the falmer I surrendered to previously started to teleport in.

Posted

I've occasionally had issues with not being able to swing my weapons... usually I fix that by changing to another weapon or spell, then changing back.

 

A couple times I've gotten completely stuck though, and had to reload.

Posted

 

maybe if you just removed the brawl from yours completely? You can maybe replace the punching with just the NPC's gathering around and the PC going into the hands up and then slowly shift into the bleedout animation? Not perfect but it might work and look like the PC is just giving up and falling down in despair at what is about to come next... just tossing out idea's.

You're misunderstanding.  I am referring to when you start a brawl from OTHER sources, whether its mods or just default Skyrim brawls.

 

 

Oh ok, I thought when the punch out happened that it triggered a brawl in your mod even if the PC didn't fight back and that was the problem. But now I see that is not the issue but that just brawls are cause they can "kill" the PC but don't really, but now submit is being triggered from the brawls. Assuming I now understand the problem.

Posted

 

As for them being none hostile towards you if you come back. I think that is cause unless you equip weapons etc with in range of them they stay on the calming effect count down which I forget how long it is but very long. So if you use hardcore and have to run away you never equip anything with in range of them, so likely you are just returning to them before the counter has run out. At least this is my theory on why that happens cause I see it happen sometimes as well, but so far it has always been after a hardcore escape and I come right back.

 

Not sure if it is possible but maybe have them resume normal hostility once the bounds are cut could be the answer?

This much is true, it lasts for an hour of real time, unless it gets aborted early by equipping items/spells, looting, starting combat, etc.

 

I could always lower it down a bit, but never figured it would cause issues being at an hour, given the aborting stuff, and when you change locations, NPCs get automatically stripped of magic effects, so quick travel *should* clear it as well.

 

 

yeah the only time I have seen it happen is at a outdoor bandit fort and then I run away find someone on the road to untie me and then go back. Doesn't happen a lot but every now and again it happens.

 

Posted

I've occasionally had issues with not being able to swing my weapons... usually I fix that by changing to another weapon or spell, then changing back.

 

A couple times I've gotten completely stuck though, and had to reload.

 

I gave that a shot. It was definitely reload time. The issue I'm more concerned about is the falmer showing up. It essentially makes the mod unusable.

 

Testing on a fresh save. See if it happens again. If not then I'll just chalk it up to Skyrim weirdness and if it happens again I'll just play through as if Clavicus Vile is having "... a bit 'o fun."

 

"I said you could surrender....  I didn't necessarily say who you'd be surrendering to.... Or that they would be anywhere near you at that time....Now did I? "

 

It's not a bug, It's a feature.

Posted

I appreciate people trying to help, but the issue is not *submit* starting a brawl, and I know how to avoid the brawl bug by making sure cloak spells and such have the no hit detect option and such checked.

 

What I am talking about is by its nature, Brawls are non-lethal, but if you lose, the game will recognize it as an OnStartBleedout() event, which would trigger my mod even in situations it wasn't meant to.  Even more problematic is when *OTHER* mods, such as apparently Lover's Victims, were designed with that in mind, and then you have 2 mods fighting each other.

 

All I can see is that to start a Brawl, you make a call to the Brawl() function located in the DialogFavorGeneric quest, which is stock Skyrim.  I am not trying to start or stop the Brawl, I only want to know when the player is actively in one, so I can suppress my own bleedout code.

 

And I haven't been able to find it after several hours of searching.  And if I can't find out how to do it, then I'm going to have to throw my hands up and so "Oh well, either don't use both or turn off the death proof stuff if you want to brawl".  Not optimal, but all I can do at this point.

Posted

The issue I'm more concerned about is the falmer showing up. It essentially makes the mod unusable.

That puzzles me as well.

 

Considering I made a dedicated function:

Function ClearAssailants()
	If (ActorAssailant1.GetActorRef() != None)
		ActorAssailant1.Clear()
	EndIf
	If (ActorAssailant2.GetActorRef() != None)
		ActorAssailant2.Clear()
	EndIf
	If (ActorAssailant3.GetActorRef() != None)
		ActorAssailant3.Clear()
	EndIf
	If (ActorAssailant4.GetActorRef() != None)
		ActorAssailant4.Clear()
	EndIf
	If (ActorAssailant5.GetActorRef() != None)
		ActorAssailant5.Clear()
	EndIf
	If (ActorAssailant6.GetActorRef() != None)
		ActorAssailant6.Clear()
	EndIf
EndFunction

And it's sole purpose is to clear the 6 Alias slots every time I have to repulse for another round of debasement.  So I don't know how something from a previous encounter is getting pulled forward after it's been cleared several times over. :blink:  I added a Is3DLoaded() check for good measure, I guess, and there already is a !IsDead() check, so not sure how dead bodies are getting pulled, for some of the earlier reports.

 

2 steps forward, 1 step back.  Yeesh, some days I wonder why I didn't quit while I was ahead.

Posted

I appreciate people trying to help, but the issue is not *submit* starting a brawl, and I know how to avoid the brawl bug by making sure cloak spells and such have the no hit detect option and such checked.

 

What I am talking about is by its nature, Brawls are non-lethal, but if you lose, the game will recognize it as an OnStartBleedout() event, which would trigger my mod even in situations it wasn't meant to.  Even more problematic is when *OTHER* mods, such as apparently Lover's Victims, were designed with that in mind, and then you have 2 mods fighting each other.

 

All I can see is that to start a Brawl, you make a call to the Brawl() function located in the DialogFavorGeneric quest, which is stock Skyrim.  I am not trying to start or stop the Brawl, I only want to know when the player is actively in one, so I can suppress my own bleedout code.

 

And I haven't been able to find it after several hours of searching.  And if I can't find out how to do it, then I'm going to have to throw my hands up and so "Oh well, either don't use both or turn off the death proof stuff if you want to brawl".  Not optimal, but all I can do at this point.

 

Yeah I understand what the problem is now that I understand your punch out wasn't a mini brawl, which i thought it was at first. For the simple reason it put people into bleedout stance.

 

I just searched and the only thing I could find was unarmeddamage seems to be a console state according to this page. Perhaps there is a way for you to script to look for that maybe?

 

Don't know just trying to help out. The page that mentions it is here.

http://elderscrolls.wikia.com/wiki/Console_Commands_%28Skyrim%29/ActorValues

 

about half way down the page.

 

Posted

I also seem to be struggling finding a way to tell if an item you picked up is a weapon or not.  I figured that would be very easy, but I just can't seem to find it.  Which will make adding the "use a weapon to work at your binds" kind of difficult if I can't tell if you picked up a damned weapon. :unsure:

Posted

I also seem to be struggling finding a way to tell if an item you picked up is a weapon or not.  I figured that would be very easy, but I just can't seem to find it.  Which will make adding the "use a weapon to work at your binds" kind of difficult if I can't tell if you picked up a damned weapon. :unsure:

 

can you check keywords?

Posted

 

I also seem to be struggling finding a way to tell if an item you picked up is a weapon or not.  I figured that would be very easy, but I just can't seem to find it.  Which will make adding the "use a weapon to work at your binds" kind of difficult if I can't tell if you picked up a damned weapon. :unsure:

can you check keywords?

Yeah, I've come to the conclusion I guess I have to do several keyword checks, and have to assume that anyone playing with custom weapon mods had their items properly created and appropriate keywords added.

 

I guess if I have to do separate keyword checks, then I am going to say it has to be a bladed weapon.  Kind of hard to use a "bow" or "hammer" to cut a rope. :P

Posted

Can't seem to get vampire lord to work. I use the shout as a vampire lord onto someone and no matter what, even if they're weak...there's no effect. Not even a console message about rolls and resisting.

Posted

 

I also seem to be struggling finding a way to tell if an item you picked up is a weapon or not.  I figured that would be very easy, but I just can't seem to find it.  Which will make adding the "use a weapon to work at your binds" kind of difficult if I can't tell if you picked up a damned weapon. :unsure:

 

can you check keywords?

 

 

Story manager has an event on item pickup, might could hook into that.

http://www.creationkit.com/Player_Add_Item

 

Also I see SKSE has a function:

 

http://www.creationkit.com/OnItemAdded_-_ObjectReference

 

Then yes, it's just a matter of checking the item for keyword VendorItemWeapon. If you really care what type of weapon, there's a bunch of keywords for WeaponTypeXXX.

 

 

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