Jump to content

Recommended Posts

Posted

Is the Ignore Combat AI used for all near enemies or only the current aggressor? I remember a game about 3 weeks ago where i submitted to a group of ~5 bandits and after a while a lone wolf appeared and killed them all, but i always also use spectator crowds, so there might have been  interferences.

It's all of the valid targets within range of the surrender pulse (250, 500, 750, or 1000 units, depending on your MCM setting).  It is only supposed to last as long as the current sex scene lasts, and then it is removed from all actors.

 

Anything prior to last night's update was done completely differently, where they actually filled 6 alias slots and the AI package was directly added to those slots.  The current update is handled via the ActorUtil() functionality from another mod that is built into the Framework, as WaxenFigure pointed out a few pages ago.

Posted

I'm actually a pad player, and I've been finding that binding the hotkey to the left dpad works fine, however when I use it to navigate menus, it will result in me drawing my weapons when I leave the menu. I would assume this is caused by me attempting a submit hold/shout as soon as control resumes.

You already have a toggle for shout or grapple, don't suppose a toggle could be added to remove PC aggressor action completely?

 

This is just a confirm, if you push the button out of combat you will draw your weapons. So if you use the same button for something else it will always cause you to draw your weapons if you are out of combat. I think that is because it is trying to trigger the grapple, since you can do that out of combat aka sneaking up on someone unaware.

Posted

Hello,

 

Great mod. Really enjoy it; however, I have been having some trouble with it. I spent over two hours waiting for the roll of 100 (which I assume is how you get free). I never was able to get free so I had to reload. This was with 100 lock picking and the locks set at lvl 1.  The only rolls that came close was a 99 once and 98 twice. What roll is needed for escape? How long does it normally take or is it supposed to take 2+ hours irl?

 

I have devious devices but not the sub+dd. Could that be why I can not escape? Isn't that mod supposed to make it even harder to escape? I don't mind it taking a long time to escape (maybe not 2hrs though), just as long as I CAN escape. 

 

Thanks

 

Edit:

 

I also have the problem Yuni mentioned, only with humans some times. As well as a problem with auto submitting. I some times have to spam submit when the auto submit should have kicked in.

 

On a lesser note, the draugrs hold me the wrong way. They hold me to their rears, while turned away from me, and not their fronts. I don't really care about that prob though. Just thought I would mentioned it.

 

The biggest thing though is the problem with not being able to escape. I really do like this mod and would love to be able to use it. If it is a prob on my end, please let me know. In the mean time, I am going to keep trying to escape. XD

 

Dkatryl answered the issue with the lock, the issue with the draugrs and others with the animation wrong. Is issues with the alignment. Which is not submit, since it has no sex animations in it at all. It just triggers existing ones in sexlab.

 

Posted

I can't get creature support to work. I've done everything I can think of.

 

I installed FNIS creatures, it's running, the FNIS log talks about enabling creature animations, 16 of them. [The number seems small, but I don't know how to read FNIS junk).

 

I enabled creature animations in sexlab's MCM menu.

 

I enabled creature support on player as victim to level 2 in sexlab submit. (2 = all creatures, wolves (my test animals), and giants (other test animal) included in their listing by name.).

 

I tried auto-surrendering, I tried manual surrendering. I don't get it...

 

When I surrender to animals, they just go passive and walk off. It's like I'm hitting an 'I'm sorry' button instead, and they just forgive me. No rape. No humpies. @_@ I have version 2330  from the 5th of january, as it's the last time I updated. Was this fixed in a later bugfix or something?

 

Edit: Do note that I have Aelie's Submit + Devious Devices installed. Also Live a Deviant Life.

 

Did you also install nude creatures and the suggested beastary extra's suggested?

 

Also when you run FNIS do you see this just above it listing where all the animations where added?

Create Creature Behaviors ...

Reading SexLabCreature ...

 

If you are seeing the first line and not the second then the creature animations are not being activated by FNIS.

 

Posted

I have managed to almost recreate my unusual effect with my assailant running away. This time however he was not the target of a quest and I was able to free myself. CTD on entering cave to chase him so no futher info there but I did get a log. What do I do with it now as have no understanding of Pap?

 

Posted

I have managed to almost recreate my unusual effect with my assailant running away. This time however he was not the target of a quest and I was able to free myself. CTD on entering cave to chase him so no futher info there but I did get a log. What do I do with it now as have no understanding of Pap?

Just upload the log as a .txt file.  Hit the quote button on this post, and it will show a Attach Files option at the bottom.

Posted

Log of assailant running away, hope it helps you in some small way.

 

Do you need any other info? 

I can a look closer at home after work, but a quick glance and a word search for the term 'submit' comes up with no matches, so that implies there are no obvious Submit script errors going on.  Could have OTHER warnings/errors from other mods, just not from Submit.

 

And the fact that it worked just fine for the NPC's up to that last guy makes me wonder if there is something that guy.  What was the NPC's name?  Was it just a generic leveled actor, like "Bandit Chief" or something, or a named, unique dude?

Posted

 

I'm actually a pad player, and I've been finding that binding the hotkey to the left dpad works fine, however when I use it to navigate menus, it will result in me drawing my weapons when I leave the menu. I would assume this is caused by me attempting a submit hold/shout as soon as control resumes.

You already have a toggle for shout or grapple, don't suppose a toggle could be added to remove PC aggressor action completely?

 

This is just a confirm, if you push the button out of combat you will draw your weapons. So if you use the same button for something else it will always cause you to draw your weapons if you are out of combat. I think that is because it is trying to trigger the grapple, since you can do that out of combat aka sneaking up on someone unaware.

 

 

Exactly, that's what I figured. Since I never use the grapple or shout, being able to remove these completely may solve the problem and save me using the keyboard.

Posted

 

 

I'm actually a pad player, and I've been finding that binding the hotkey to the left dpad works fine, however when I use it to navigate menus, it will result in me drawing my weapons when I leave the menu. I would assume this is caused by me attempting a submit hold/shout as soon as control resumes.

You already have a toggle for shout or grapple, don't suppose a toggle could be added to remove PC aggressor action completely?

 

This is just a confirm, if you push the button out of combat you will draw your weapons. So if you use the same button for something else it will always cause you to draw your weapons if you are out of combat. I think that is because it is trying to trigger the grapple, since you can do that out of combat aka sneaking up on someone unaware.

 

 

Exactly, that's what I figured. Since I never use the grapple or shout, being able to remove these completely may solve the problem and save me using the keyboard.

 

 

I believe you can toggle them both off in the submit menu. I have never tried it but it seems like if you toggled both options off it would stop you from drawing weapons, but maybe I am wrong. As I said I never tried it, just noticed the toggle on off buttons in the menu. You could try turning them both off and seeing if it works.

 

 

Posted

 

 

I'm actually a pad player, and I've been finding that binding the hotkey to the left dpad works fine, however when I use it to navigate menus, it will result in me drawing my weapons when I leave the menu. I would assume this is caused by me attempting a submit hold/shout as soon as control resumes.

You already have a toggle for shout or grapple, don't suppose a toggle could be added to remove PC aggressor action completely?

This is just a confirm, if you push the button out of combat you will draw your weapons. So if you use the same button for something else it will always cause you to draw your weapons if you are out of combat. I think that is because it is trying to trigger the grapple, since you can do that out of combat aka sneaking up on someone unaware.

Exactly, that's what I figured. Since I never use the grapple or shout, being able to remove these completely may solve the problem and save me using the keyboard.

Eh, I'm not exactly enthused with adding MCM shit every other day.  Each little change is a pain in the ass, because first you have to add it to the Config script to define it, then update the English translation file, then take the new string(s) and copy them over to the 5 other language files.  Tedious pain in the butt, so I tend to try and avoid it as much as possible.

 

As I take each request on a case by case basis, I reconsidered this a bit.  I think I will add a toggle, only because this way, if you toggle it off, in combat the hotkey will ALWAYS trigger the surrender, whether your weapon is sheathed or not.  Out of combat, it won't do anything, because there is nothing to surrender to, duh.

 

That said, a few months ago I had put several menu checks in there that was supposed to ignore the hotkey push while in a menu screen, but it's possible I missed a menu or two.  What screen were you in that when you left, it acted on the hotkey and drew the weapon?  I'd prefer to just suppress the menu use properly.

 

For reference, this is what I already check for:

If(keyCode == submitKeyCode && !UI.IsMenuOpen("Main Menu") && !UI.IsMenuOpen("Console") && 
!UI.IsMenuOpen("StatsMenu") && !UI.IsMenuOpen("MagicMenu") && !UI.IsMenuOpen("InventoryMenu")
&& !UI.IsMenuOpen("MapMenu") && !UI.IsMenuOpen("Journal Menu") && !UI.IsMenuOpen("Lockpicking Menu") 
&& !UI.IsMenuOpen("ContainerMenu") && !UI.IsMenuOpen("RaceSex Menu"))
Posted

Tonight, I played around with 2 small updates that seem to work together nicely.

 

I removed the "Ignore Combat" flag from the AI Packages.  They had no business there, really, so that should avoid weird behavior where they just stand there and let you whack on them.  (I haven't experienced that in testing because the package gets removed properly.  But if for some reason the AI Package didn't properly get removed, then yep, they would just stand there.)

Currently, if you see the "You are still in combat!" message, the ones that went passive just stand there (Unless you hit them or something).  Instead, when that happens, I auto cast the spell that strips all of the Calm effects from nearby NPC's, returning them to hostile after you get the "You are still in combat!" message.

 

So now, if you surrender to a group, but there is either something outside of your MCM configured pulse range or simply an invalid target (Either your Creature setting is two low or the creature doesn't have a supported animation) and you remain in combat, any NPCs that *DID* go passive will re-agro.

 

This should cut down on confusion about if/when it seemed like they just stopped and stood there for no reason.

Posted

Log of assailant running away, hope it helps you in some small way.

 

Do you need any other info? 

 

From my perspective I'd say you Prison Overhaul installed previously on that save, and currently don't.

The save file still has those scripts embedded and they are trying to run without the required resources.

 

That comes from all the references to the scripts starting with "xpo".

 

If you still have it installed you have a load order problem.

 

Either way try running both BOSS and TES5Edit and see what they report.

Posted

weird... when i use your mod, after i die and submit at least 1 time, when i use the mod with sword based spell such as maximum drive by elysees2 and excalibur by gorilla k, i just drop and die? i use other essential mod and it works for me but not sexlab submit mod. i think it got something to do with ragdoll as when i use your mod, it reach ragdoll effect and then the game just broken the sword base spell and the save game. when i use other essential mod, it does the work properly with auto submit health at 1% but the same problem with ragdoll also happen IF i disable my other essential mod. dont know why.... can anyone help? because i really want this mod to work with many of sword based spell. thanks in advance.

Posted

weird... when i use your mod, after i die and submit at least 1 time, when i use the mod with sword based spell such as maximum drive by elysees2 and excalibur by gorilla k, i just drop and die? i use other essential mod and it works for me but not sexlab submit mod. i think it got something to do with ragdoll as when i use your mod, it reach ragdoll effect and then the game just broken the sword base spell and the save game. when i use other essential mod, it does the work properly with auto submit health at 1% but the same problem with ragdoll also happen IF i disable my other essential mod. dont know why.... can anyone help? because i really want this mod to work with many of sword based spell. thanks in advance.

I don't know what sword spell you are talking about, but I've openly stated several times there are issues with ragdolling.  This is a known issue.

 

I don't know how to get out of the stupid ragdoll camera, so it gets stuck when that happens.

Posted

 

Log of assailant running away, hope it helps you in some small way.

 

Do you need any other info? 

 

From my perspective I'd say you Prison Overhaul installed previously on that save, and currently don't.

The save file still has those scripts embedded and they are trying to run without the required resources.

 

That comes from all the references to the scripts starting with "xpo".

 

If you still have it installed you have a load order problem.

 

Either way try running both BOSS and TES5Edit and see what they report.

 

 

Very accurate, I was considedring reinstalling but had removed as I have a crappy old computer and considering some of the discusion around scriplag being an issue made a choice to remove it.

 

As was just dicing around checking out how things were working I did not start a new game. Will do that now. Will also rin Tes5Edit and see what pops up.

Posted

 

 

 

 

Log of assailant running away, hope it helps you in some small way.

 

Do you need any other info? 

 

From my perspective I'd say you Prison Overhaul installed previously on that save, and currently don't.

The save file still has those scripts embedded and they are trying to run without the required resources.

 

That comes from all the references to the scripts starting with "xpo".

 

If you still have it installed you have a load order problem.

 

Either way try running both BOSS and TES5Edit and see what they report.

 

 

Very accurate, I was considedring reinstalling but had removed as I have a crappy old computer and considering some of the discusion around scriptlg being an issue made a choice to remove it.

 

As was just dicing around checking out how things were working I did not start a new game. Will do that now. Will also rin Tes5Edit and see what pops up.

 

 

 

 

Sometimes (not always) you can salvage the save file, by adding the line:

 

ClearInvalidRegistrations=1

 

to the file skse.ini in the folder Data\SKSE

 

Doesn't always work but it does help a bit.

 

Posted

the sword spell are show in youtube as following.

maximum drive - http://www.youtube.com/watch?v=88fwSFirxHo

excalibur - http://www.youtube.com/watch?v=1pn-RC5KTmY

there are many more but this is the one i like the most. of course credit to elysees2 and gorilla k. you can check their youtube video.

I'm not sure how to put this without sounding like a dick, but I'm not researching other mods that I don't use to make sure there is no conflict with a mod I don't use.

 

If you can provide a log that shows errors or warnings attributed to one of my scripts, I am always interested in it.  Otherwise, I have very little to go on, so if they conflict, I'm sorry to hear, but my free time is very finite and I won't spend it chasing down other mods.

Posted

Most Recent Changes
10JAN14 2312

  • Added - MCM Option to disable Player Attacks. This turns off the Shout, Grapple, and Ambush attacks. If the Manual Surrender is on while this is off, you will surrender in combat even if your weapon is out.
  • Deleted - MCM Option to disarm the weapon from NPC victims after a Shout is used. It never really made sense, and could potentially get confused if you hit more than one target with the Shout. The disarm is still active in the Grapple and the Ambush, since both of those are close quarter attacks.
  • Updated - Removed the "Ignores Combat" flag from the AI Package that is applied to the valid targets when the player surrenders. This flag was potentially making NPCs just stand there if the AI Package got left on for some reason.
  • Updated - Auto trigger the spell that removes the Calm effect from nearby enemies if you attempt to surrender and get the message "You are still in combat". I suspect some of the times the player tried to surrender and the NPCs would just go passive and walk off was the player was still considered in combat, but there might not have been any obvious signs of this previously.

At this point, barring a major bug(s) that needs to be addressed, I am planning to put the recent stuff regarding the mod aside for a bit (I don't even use the surrender half of the mod, and I have spent the last several weeks on a section I don't even personally use. <_< ) and am instead planning on spending my time here and there on a section of the mod that I *DO* use, and one that has some obvious holes that I would like to address:

  • Adding some degree of voiced dialog responses from some of the custom voiced NPCs (i.e. Serana, Vex, Karliah, etc)

Recently, a user (TheDudeGuy) PM'd me regarding some work he had done making a Serana patch for Submit that would use some of her voiced lines in place of the existing shared dialogs I use.  As a custom voiced NPC, Serana would be silent for those replies, just like any other custom voiced NPC.  Now, what he showed me was very much in a proof of concept stage, and he has expressed the intention to decouple it from Submit and turn it into a .ESM as a modder's resource to be able to reference her custom lines.  So, in the meantime, I plan on doing similar for some of my other favorite NPC's that normally have to suffer in silence when I chat them up.

 

Now, that said, the process to access these custom lines is VERY laborious, so I have absolutely no ETA on when I will have even the first prototype done.

Posted

Thanks for the updates, dkatryl.

 

For a mod that was labeled "Finished" in early December, you averaged in the neighborhood of 0.8 updates per day since.

 

I don't think anyone can fault you for taking time off to work on something else.

 

I for one will stay tuned, same bat time, same bat station . . .

Posted

 

I can't get creature support to work. I've done everything I can think of.

 

I installed FNIS creatures, it's running, the FNIS log talks about enabling creature animations, 16 of them. [The number seems small, but I don't know how to read FNIS junk).

 

Did you also install nude creatures and the suggested beastary extra's suggested?

 

Also when you run FNIS do you see this just above it listing where all the animations where added?

Create Creature Behaviors ...

Reading SexLabCreature ...

 

If you are seeing the first line and not the second then the creature animations are not being activated by FNIS.

 

 

 

As noted above, FNIS tells me I have the stuff installed. I see the lines 'reading SexLabCreature' and 'creating creature behaviors' IN Fnis. I'm wondering if it's Aelie's mod interfering. I will try installing nudecreatures, but do not think it will work, as NudeCreatures is just a framework to give them genitals when animations start, not the animations themselves. Those are now included as part of SexLab. To double-check, I already tried installing the Bestiality animation pack listed as a requirement for the Nude Creatures' requirement of Bestiality Extras, and it did not change the problem. My list of things to try (in progress)

 

A ) Uninstall Aelie's stuff

B )Install Nude Creatures

C ) Profit

D ) See if Defeat or other alternate ways of starting animations still work.

E ) Update Sexlab Defeat to latest verison

Not necessarily in that order.

Posted

I'm unsure as to the update procedures for this mod. I read the blurb about old versions before May of '13, but there was no info in the description about normal update processes. Should I just plop the new files in the data folder and overwrite where prompted? I'm always a bit leery of this sort of thing when updating (especially on script-heavy mods in a save that is mostly stable). I'm currently using the January 2nd version (2232). Thanks ahead of time.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...