volfin Posted January 8, 2014 Posted January 8, 2014 I updated to the new version, and so far so good. But I did notice one odd error spamming the logs: [01/07/2014 - 08:59:27PM] Error: Array index 2 is out of range (0-1) stack: [_SLSubmit (1A001826)]._slsubmitscene.PlayerSex() - "_SLSubmitScene.psc" Line 683 [alias PlayerRef on quest _SLSubmit (1A001826)]._slsubmittargetselect.CheckActors() - "_SLSubmitTargetSelect.psc" Line 82 [None]._SLSubmitTargetSelectEffect.OnEffectFinish() - "_SLSubmitTargetSelectEffect.psc" Line 16 [01/07/2014 - 08:59:27PM] Error: Array index 2 is out of range (0-1) stack: [_SLSubmit (1A001826)]._slsubmitscene.PlayerSex() - "_SLSubmitScene.psc" Line 683 [alias PlayerRef on quest _SLSubmit (1A001826)]._slsubmittargetselect.CheckActors() - "_SLSubmitTargetSelect.psc" Line 82 [None]._SLSubmitTargetSelectEffect.OnEffectFinish() - "_SLSubmitTargetSelectEffect.psc" Line 16 [01/07/2014 - 08:59:27PM] Error: alias ActorAssailant2 on quest _SLSubmit (1A001826): Cannot force the alias's reference to a None reference. stack: [alias ActorAssailant2 on quest _SLSubmit (1A001826)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [_SLSubmit (1A001826)]._slsubmitscene.PlayerSex() - "_SLSubmitScene.psc" Line 687 [alias PlayerRef on quest _SLSubmit (1A001826)]._slsubmittargetselect.CheckActors() - "_SLSubmitTargetSelect.psc" Line 82 [None]._SLSubmitTargetSelectEffect.OnEffectFinish() - "_SLSubmitTargetSelectEffect.psc" Line 16 These lines are appearing for every round. I think it may be a bug in your code. in _SLSubmitTargetSelect.CheckActors(), you verify sexActors is >=2, and then pass sexActors to _SLScene.PlayerSex(). If sexActors is indeed only 2 actors long, they are in array location 0 and array location 1. But the PlayerSex() function doesn't look like this should be a problem, I see you have checks for this. But nevertheless, errors every time.
volfin Posted January 8, 2014 Posted January 8, 2014 Also, a suggestion, It might be nice if the 'ping range' was configurable. It does seem to be bringing in hostiles from a very large range now.
dkatryl Posted January 8, 2014 Author Posted January 8, 2014 Also, a suggestion, It might be nice if the 'ping range' was configurable. It does seem to be bringing in hostiles from a very large range now. Can the radius to a cloak spell be set to a variable as opposed to just entering a direct number? If it can, that would be easy enough to do. And it's time for bed, but I'll look into those errors tomorrow. I do have checks for this, and the original code didn't spam errors like that. I tried to roll it back from memory without just unpacking one of the old .BSA's that had the older source, so might have missed something obvious. Should be easy enough to double check that the actor[2] != none check is working properly.
volfin Posted January 8, 2014 Posted January 8, 2014 Also, a suggestion, It might be nice if the 'ping range' was configurable. It does seem to be bringing in hostiles from a very large range now. Can the radius to a cloak spell be set to a variable as opposed to just entering a direct number? If it can, that would be easy enough to do. And it's time for bed, but I'll look into those errors tomorrow. I do have checks for this, and the original code didn't spam errors like that. I tried to roll it back from memory without just unpacking one of the old .BSA's that had the older source, so might have missed something obvious. Should be easy enough to double check that the actor[2] != none check is working properly. Ah I see, I didn't know your radius was based on that. I really don't know if it can be a variable. Anyway get some rest. It will all keep
jussmee Posted January 8, 2014 Posted January 8, 2014 i just wanted to say thanx for adding that feature i was talking about for stormcloaks/imperial pow bounty. i havnt tested out yet or even updated. can't wait to test it out and thanks once again
dkatryl Posted January 8, 2014 Author Posted January 8, 2014 Also, a suggestion, It might be nice if the 'ping range' was configurable. It does seem to be bringing in hostiles from a very large range now. Can the radius to a cloak spell be set to a variable as opposed to just entering a direct number? If it can, that would be easy enough to do. And it's time for bed, but I'll look into those errors tomorrow. I do have checks for this, and the original code didn't spam errors like that. I tried to roll it back from memory without just unpacking one of the old .BSA's that had the older source, so might have missed something obvious. Should be easy enough to double check that the actor[2] != none check is working properly. Ah I see, I didn't know your radius was based on that. I really don't know if it can be a variable. Anyway get some rest. It will all keep I make heavy use of the "cloak spell with a magic effect script attached" system for various things. Good news, the radius can easily be adjusted by those that aren't afraid of opening the CK and making a simple edit to one field in the spells. In this case, it would be the Surrender Target cloak spell, if I remember the name correctly. While I don't think it can be done, still, I'll look in the CK tonight and see if it can accept a variable instead of a hard number. For the moment, I was more concerned if this update took care of the "old NPC's still getting pulled in because they were never released" problem from the last few updates. As less issues with everyone going passive and no one taking a turn at all. Issues that seemed related to script lag in general, so keeping the radius kind of large should help with stress testing it a bit to go out and grab more potential targets than really needed.
Guest Posted January 8, 2014 Posted January 8, 2014 The Spectator Crowds mod works pretty well to prevent bandits wandering off, you could take a look at it's script. The cheering and dialogue is also quite immersive, better than a calmed bandit saying 'good afternoon'! The idea of them playing with themselves while they watch would also be good, as would more aggressive dialogue.
dkatryl Posted January 8, 2014 Author Posted January 8, 2014 I turned off the "Idle chatter" in the 6 alias slots in the last update before I removed slots 3-6 to take care of the silly comments, but yeah. And while I was going to have them play with themselves while waiting, I held off on that because I was worried there could be some kind of delay between releasing the crowd from their respective threads and then having them available to be put into a new thread. It's something that could be played with (Giggity! ) later, but for the moment, getting the mod stable again and removing the crazy hijinks of late was paramount.
Hollow_Fang Posted January 8, 2014 Posted January 8, 2014 If in brawl use the fists as a weapon and if is in use add a spell and track that .
dkatryl Posted January 8, 2014 Author Posted January 8, 2014 If in brawl use the fists as a weapon and if is in use add a spell and track that . Some people play with mods that add unarmed damage to make unarmed combat viable, so it would get confused there.
NicoleDragoness Posted January 8, 2014 Posted January 8, 2014 I finally tried the "surrender" part. I have the "automatic death proof" enabled. No hardcore. Almost everything on default settings. No follower in this case. Fort Greywall, north of Riften. Of course, I let the bandits to win (I'm on level 45 with all combat skill on legendary level) even if, suddenly, another group of bandits spawned up (Immersive Patrols). One of this latest was the first to rape me. Ok. They take turns, all of them. A total of 11 bandits! OMG. They are not satisfied enough and they all have another run again. Gosh! 22 rapes in the same afternoon! Anyhow, after they have finished, I was bounded, lying on ground on my side. I pressed the spacebar. I was "noticed" instantly by the surrounding bandits. Aye! Another run, again! Double! 22 rapes again for a total of 44. OMG! Then, bounded again as before. At this point I really didn't know what to do. Which key I need to press to try to escape? Don't know, so I pressed a lot of keys (spacebar, tab, left mouse, action key, W, S, A, D) and I pressed them several times. So I ended up with a "infinite" series of on-screen messages about my chance to be noticed and rolled up to. 30 minutes real time! 2030.0000 % chance to be noticed "reached"! And, always bounded. (In the meanwhile, I killed all nearby bandits by console, to avoid another "infinite" series of rapes. My pussy was really shore!). Nobody around. I'm about to die by starving (Real Needs) and to wet myself (Private Needs). So, I used the hotkey of Private Needs to ... free my ... ehm ... private interior parts. And voilà! I was free. Naked, of course, but free. Recovered my golds, killed the remaining hidden bandits inside the Fort and went away. Hmmmmm....
dkatryl Posted January 8, 2014 Author Posted January 8, 2014 You use the hotkey to escape. However, that does bring up a good point. Apparently, I forgot to check the 100% cap, because a 2030% chance is just a wee excessive.
WaxenFigure Posted January 8, 2014 Posted January 8, 2014 Perhaps the whole chance to be noticed bit needs to be split into two bits, one bit is that the longer you lie there available the greater the chance that one or more of the bandits will decide to come back for another go at you while the second bit is that the longer you lie there before trying to escape the better your chances of escaping instead of them getting worse. By splitting those you then will need to find a balance between lying still long enough to get the watch on you to be lessened while still needing to get free and out of there before somone starts another round on you. Also if the cloaking diameter can't be set as a variable then perhaps a few different cloaking spells could be set up with each spell having it's own diameter.
nutluck Posted January 8, 2014 Posted January 8, 2014 I turned off the "Idle chatter" in the 6 alias slots in the last update before I removed slots 3-6 to take care of the silly comments, but yeah. And while I was going to have them play with themselves while waiting, I held off on that because I was worried there could be some kind of delay between releasing the crowd from their respective threads and then having them available to be put into a new thread. It's something that could be played with (Giggity! ) later, but for the moment, getting the mod stable again and removing the crazy hijinks of late was paramount. You turned off the idle chatter? Odd cause I am still getting it, I will have bandits sometimes ask are you alright, can I help you, or comment on my character being naked during sex with another bandit. Doesn't always happen but sometimes. Or the one I most remember was 3 Thalmar telling my character to back up as it was Thalmar business. i punched one to test submit. The two waiting for their turn keep warning me to move along. Or at least one of them was not sure if they both was or not. Just a FYI as maybe it will help you narrow down where the problem is.
nutluck Posted January 8, 2014 Posted January 8, 2014 Yeah just use the same hotkey that surrender is on. I think that is num7. I switch mine to the delete key and that part for me at least is working fine. As for the rest, yeah I have seen the new submit pull in other bandits, or creatures at times as well. If they are close enough. Them all taking another turn though is a bit surprising. When I tested it, typically it was just one or two of them would take another turn. I think the most I ever had at the same fort was 4 once.
nutluck Posted January 8, 2014 Posted January 8, 2014 Perhaps the whole chance to be noticed bit needs to be split into two bits, one bit is that the longer you lie there available the greater the chance that one or more of the bandits will decide to come back for another go at you while the second bit is that the longer you lie there before trying to escape the better your chances of escaping instead of them getting worse. By splitting those you then will need to find a balance between lying still long enough to get the watch on you to be lessened while still needing to get free and out of there before somone starts another round on you. Also if the cloaking diameter can't be set as a variable then perhaps a few different cloaking spells could be set up with each spell having it's own diameter. I like the idea about how long you lay still effecting the chances. Making it a bit interesting to judge how long you want to lay still as both have risks. Nice idea for the future. Hopefully after Dkatryl figures out what the current issue with old targets not being cleared is figured out.
dkatryl Posted January 8, 2014 Author Posted January 8, 2014 Perhaps the whole chance to be noticed bit needs to be split into two bits, one bit is that the longer you lie there available the greater the chance that one or more of the bandits will decide to come back for another go at you while the second bit is that the longer you lie there before trying to escape the better your chances of escaping instead of them getting worse. By splitting those you then will need to find a balance between lying still long enough to get the watch on you to be lessened while still needing to get free and out of there before somone starts another round on you. Also if the cloaking diameter can't be set as a variable then perhaps a few different cloaking spells could be set up with each spell having it's own diameter. With each attempt failure, you get a +1% chance, so failed attempts help, as you "loosen" the ropes. Of course, fail by a large enough margin, and you may have some friends anyway. As to the variable vs hard number, yep, I already figured I would have to do that. I would probably make ~4 for the pulse, (250, 500, 750, 1000 unit radius), and maybe also do 3 for the repeat deal, where it ramps up every 5, 10, 15s. Let the user pick.
nutluck Posted January 8, 2014 Posted January 8, 2014 I'm much more sexy than you. Perhaps but i think I will just be content with 2-4 instead of 22
dkatryl Posted January 8, 2014 Author Posted January 8, 2014 I turned off the "Idle chatter" in the 6 alias slots in the last update before I removed slots 3-6 to take care of the silly comments, but yeah. And while I was going to have them play with themselves while waiting, I held off on that because I was worried there could be some kind of delay between releasing the crowd from their respective threads and then having them available to be put into a new thread. It's something that could be played with (Giggity! ) later, but for the moment, getting the mod stable again and removing the crazy hijinks of late was paramount. You turned off the idle chatter? Odd cause I am still getting it, I will have bandits sometimes ask are you alright, can I help you, or comment on my character being naked during sex with another bandit. Doesn't always happen but sometimes. Or the one I most remember was 3 Thalmar telling my character to back up as it was Thalmar business. i punched one to test submit. The two waiting for their turn keep warning me to move along. Or at least one of them was not sure if they both was or not. Just a FYI as maybe it will help you narrow down where the problem is. No, I meant in the Alias slots, where you can easily do it via the AI Packages you can give Aliases. Once they are no longer occupying an Alias slot, they default back to their normal AI Behavior, which likely means chatter again. Now that it's only 2 slots, only the two actively taking their turns will be silent. The rest will talk about silly things again. Last night, I heard one tell me "Looks like I missed the party!" as I ran by naked.
nutluck Posted January 8, 2014 Posted January 8, 2014 Yeah, I meant those that have not had a turn. I am almost 100% positive the thalmar where still doing idle chatter while waiting for a turn. That was with the last update though not this latest one. I have updated to the newest update but not had a chance to try it.
WaxenFigure Posted January 8, 2014 Posted January 8, 2014 Quest aliases are no longer needed to assign behavior override packages to NPCs if you use the Papyrus Util mod http://www.nexusmods.com/skyrim/mods/49098/? That mod also just happens to be included in SexLab already so the full API is already present and usable for any mod that requires SexLab. Note the ability to build form lists with that mod (no 128 limit?) too. Also you could use it to store all your mod settings so they aren't lost when the mod is updated even when the update method is to remove the mod, save without the mod and then load the new version of the mod. Enjoy .
dkatryl Posted January 8, 2014 Author Posted January 8, 2014 Well then, that is indeed useful information to know! So I can limit the sandboxing out of range without needing to fill a crap load of alias slots? Interesting!
nutluck Posted January 8, 2014 Posted January 8, 2014 Cool, nice help Waxen. Hopefully that will help you with the issue Dkatryl, cause I think this mod is so close to being perfect.
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