WaxenFigure Posted January 11, 2014 Posted January 11, 2014 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. Just a shot in the dark but does FNIS have any errors when you run it? If you have any errors at all you didn't get a good run and everything is still the way it was before. Check the results from FNIS and be sure it lists no errors. If you want to try another mod to see then an easy way to do a creature sex test is to install the Puppet Master mod and use it to puppet any creature (that is enabled for sex, giants are easy enough to find and use) then you can "E" and select sex then cast the spell to select a partner for the creature.
Yuni Posted January 11, 2014 Posted January 11, 2014 Update on my non-functionality of creature support: FNIS has no errors. I know the animations are installed correctly... because Puppet Master starts animal sex perfectly fine. The sabercat has no trouble fucking me via puppet master, so the animations are NOT the issue. I have already updated Submit to today's version. My next step is to try uninstalling Alie's Submit + Devious Devices... Though strangely Dangerous Nights is pulling a random bandit instead of the sabercat four feet from me... this may be due to it being non-hostile from sexless surrender attempts. Who knows. PS: Thank you for pointing me towards puppet master, it let me know the installation of the animations is not the issue... and again I have creature support in Submit set to level 2... including saber cats/wolves/etc. Post-Test Edit: Nope. Aelie isn't causing the problem. I surrender and kitty wanders off. In an interesting note, while Puppet Master works BEFORE I try to surrender, after a failsurrender, it will not start the sex animation. Continuing to tinker, will edit updates unless someone has a new suggestion (or we breach a new page)
dkatryl Posted January 11, 2014 Author Posted January 11, 2014 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. In theory, it should be a simple extract from the .7z and overwrite. In practice, it may be that simple, it may require a clean save attempt, it may require an entirely new save that never saw the mod previously. It can vary that much save to save.
dkatryl Posted January 11, 2014 Author Posted January 11, 2014 Update on my non-functionality of creature support: FNIS has no errors. I know the animations are installed correctly... because Puppet Master starts animal sex perfectly fine. The sabercat has no trouble fucking me via puppet master, so the animations are NOT the issue. I have already updated Submit to today's version. My next step is to try uninstalling Alie's Submit + Devious Devices... Though strangely Dangerous Nights is pulling a random bandit instead of the sabercat four feet from me... this may be due to it being non-hostile from sexless surrender attempts. Who knows. PS: Thank you for pointing me towards puppet master, it let me know the installation of the animations is not the issue... and again I have creature support in Submit set to level 2... including saber cats/wolves/etc. This may have been asked already, but are you running this on a fresh save, or one that you've been trying to use with previous versions? Did you try to make a clean save attempt as best as possible? Did you try to hop on one foot, pat your head, and rub your belly? I don't know if that last one will do anything, but if the first two don't, it might be worth a shot. I don't remember, did you already provide a log?
Yuni Posted January 11, 2014 Posted January 11, 2014 This may have been asked already, but are you running this on a fresh save, or one that you've been trying to use with previous versions? Did you try to make a clean save attempt as best as possible? Did you try to hop on one foot, pat your head, and rub your belly? I don't know if that last one will do anything, but if the first two don't, it might be worth a shot. I don't remember, did you already provide a log? I have not provided a log, how do I get one again, for Submit? I've never really posted a mod before. While I wait for a response, I will try a clean save without any version, and use the uninstall feature if there is one and such. On an interestingly helpful note, the surrender hybrid-works now, but still no sex. Before literally all that would happen was the creature would go passive and run off. No "you attempt to surrender" etc, no hands up, no fall over. Now, if I press the button long enough for it to happen, creatue goes passive, then a press or two later, the 'you attempt to surrender to your opponent' happens, and the hands go up, and she goes down on one knee, cat stands there, no animation, surrender sequence over and it walks away. Humorously, this sounds like an "Eww, you're too gross to fuck. Fine, go away" reaction. Edit: Success!... ONCE. I don't even know how to describe what happened. After a clean save, I tweaked all the menus, and the previously passive sabercat went hostile again. Smacking me, he downed me, and autosurrender triggered... sort of. As I went down, it shouted "Autosurrender Disabled!" in the upper left... despite me having not turned it off... and opening the menu showed it was still there. Then he boned me. Then I went "WOO IT WORKS!" and let him go hostile again by punching him. I tried manual surrender, for a thorough test. And he went passive and walked off without messages, bringing me an epic facepalm. So I punched him again to test auto surrender... and he downed me, it told me autosurrender was disabled again (despite me still not having touched that option in the menu), and it said my wounds were mortal, and I died. So I am -baffled- now. And now loading the clean save, autosurrender just says my wounds are mortal and it kills me. Is he dealing extra damage after the first death-proof surrender because I'm a level 1 naked chick getting multi-slapped by a saber-cat, and the second death-prevention fails? Am I insane? Does manual surrender break animals? I'm going to start hunting for how to take a log now, because I don't know, though if someone told me it'd help. In other news, via clean save, I've updated to today's version, and the latest version of Aelie's Submit + Devious Devices too (0.9)
Justoutthere Posted January 11, 2014 Posted January 11, 2014 @yuni, for a basic test if animation trigger works I use sexcrop. very basic simple and standalone. barely interferes with anything unless you are using it.
Yuni Posted January 11, 2014 Posted January 11, 2014 @yuni, for a basic test if animation trigger works I use sexcrop. very basic simple and standalone. barely interferes with anything unless you are using it. I already did a basic test with Puppeteer, but thank you. I FIGURED IT OUT, IT WORKS! This might be a glitch you want to code for. If you are SO outgunned that an enemy can one-shot you, this can cause auto-surrender at 0 HP to fail... the problem I found, is, that Saber Cats have a multi-hit attack, their paw swips 2-3 times during this one attack... at least the current problem. Auto surrender would trigger with deathproof surrender, setting my HP to full, and even though they were immediately told to stop fighting, the sabercat's multi-hit animation would finish, dealing another FULL HP two hits, since I had no armor and was level 1... but (I think), the saber cat was already passive, and not a valid target to surrender... so upon the SECOND death, it would search for valid targets, find none, and declare my wounds mortal. I'm not sure why manual surrender isn't working, or why it's telling me auto-surrender is disabled after it starts (possibly related to the second hit killing me?), but it's the damn multi-strike breaking your mod, at LEAST for the saber cat. Not sure why manual surrender wasn't working, (still tweaking that part), but the 'your wounds are mortal' crap is caused by his multi hit. How did I test it? I set my health to 9000 (insert Vegeta quote here), and set surrender threshold to 100% health (any damage makes my character surrender), and things trigger fine most of the time. Once he just walked away, but... the other two tests he fucked me stupid, though no bondage, probably because animal. So. Yes. Might want to mention that sheer fragility and multi-hits seem to break it.
nutluck Posted January 11, 2014 Posted January 11, 2014 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. Hopefully you can get it to work. I know submit so far for me has had creature support once I added the extra's pack. Good luck with it.
Guest Posted January 11, 2014 Posted January 11, 2014 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")) I was just in the inventory, using the dpad to scroll left and right. No issue there. Once I left the inventory, drew my weapons. If it fucks anything up, just remove it, I wasn't sure how big a deal it would be to add, so I thought I'd stick it out there. Thanks a bunch for going for it though, saves me leaning over the keyboard and trying to find the 7 key miliseconds before death!
Skyrimfloo Posted January 11, 2014 Posted January 11, 2014 Hey, I'm really a bit confused over how submitting works with animals. I tested this with human NPCs and stuff works as intended, using the manual submit. For animals, however, I don't seem to be able to get it to work unless using auto-submit. Does it just have a very low chance to happen, or am I doing something wrong? I've been trying with some wolves, and when I push the key it looks like combat ends (they stop hitting me, their health bar goes) but I don't get any debug message saying that I'm trying to surrender to my oponents, the animal just runs away. Am I supposed to mash the submit button or something?
xxsleepyxx Posted January 11, 2014 Posted January 11, 2014 Thanks for the mod. ive been using an older version along time now and im updating. Does this work with SL arousal? If it does would it be possible to make an option for dialog not to appear unless both characters are above 65 or so arousal? I dont enjoy seeing that dialog option all the time, plus it just seems like it would be better to not always be talking about banging with every random npc if ur both not aroused.
dkatryl Posted January 11, 2014 Author Posted January 11, 2014 @yuni, for a basic test if animation trigger works I use sexcrop. very basic simple and standalone. barely interferes with anything unless you are using it. I already did a basic test with Puppeteer, but thank you. I FIGURED IT OUT, IT WORKS! This might be a glitch you want to code for. If you are SO outgunned that an enemy can one-shot you, this can cause auto-surrender at 0 HP to fail... the problem I found, is, that Saber Cats have a multi-hit attack, their paw swips 2-3 times during this one attack... at least the current problem. Auto surrender would trigger with deathproof surrender, setting my HP to full, and even though they were immediately told to stop fighting, the sabercat's multi-hit animation would finish, dealing another FULL HP two hits, since I had no armor and was level 1... but (I think), the saber cat was already passive, and not a valid target to surrender... so upon the SECOND death, it would search for valid targets, find none, and declare my wounds mortal. I'm not sure why manual surrender isn't working, or why it's telling me auto-surrender is disabled after it starts (possibly related to the second hit killing me?), but it's the damn multi-strike breaking your mod, at LEAST for the saber cat. Not sure why manual surrender wasn't working, (still tweaking that part), but the 'your wounds are mortal' crap is caused by his multi hit. How did I test it? I set my health to 9000 (insert Vegeta quote here), and set surrender threshold to 100% health (any damage makes my character surrender), and things trigger fine most of the time. Once he just walked away, but... the other two tests he fucked me stupid, though no bondage, probably because animal. So. Yes. Might want to mention that sheer fragility and multi-hits seem to break it. Interesting. The restore fills you to 100%, so, sure, if you are so low that he can one shot you from full to dead, and does a multi-swipe, then yeah, I guess that would do it. Not sure what I can do about that, but interesting indeed.
dkatryl Posted January 11, 2014 Author Posted January 11, 2014 Thanks for the mod. ive been using an older version along time now and im updating. Does this work with SL arousal? If it does would it be possible to make an option for dialog not to appear unless both characters are above 65 or so arousal? I dont enjoy seeing that dialog option all the time, plus it just seems like it would be better to not always be talking about banging with every random npc if ur both not aroused. There is minor Arousal support, both adding to your chance at speech-related success and also the chance a rescuer will take advantage of you. But since it's a soft dependency, I don't have direct access to factions and such within the mod, so even if I was inclined (which I am not, really) I can't add an arousal check to the speech options. That said, you can easily make a hard dependency in your own copy, simply load Arousal at the same time you make Submit the active mod, make a FactionRank check >= 65 or whatever, and there ya go.
dkatryl Posted January 11, 2014 Author Posted January 11, 2014 Hey, I'm really a bit confused over how submitting works with animals. I tested this with human NPCs and stuff works as intended, using the manual submit. For animals, however, I don't seem to be able to get it to work unless using auto-submit. Does it just have a very low chance to happen, or am I doing something wrong? I've been trying with some wolves, and when I push the key it looks like combat ends (they stop hitting me, their health bar goes) but I don't get any debug message saying that I'm trying to surrender to my oponents, the animal just runs away. Am I supposed to mash the submit button or something? Nope, it should work identically to NPCs, the only exception is non-sentient animals don't rob you of gold/gear and don't tie you up after. Otherwise the process is identical. Either you have a setting not quite correct, or something else is interfering.
dkatryl Posted January 11, 2014 Author Posted January 11, 2014 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")) I was just in the inventory, using the dpad to scroll left and right. No issue there. Once I left the inventory, drew my weapons. If it fucks anything up, just remove it, I wasn't sure how big a deal it would be to add, so I thought I'd stick it out there. Thanks a bunch for going for it though, saves me leaning over the keyboard and trying to find the 7 key miliseconds before death! Hrm, I check for the inventory menu, and it suppresses it properly with the keyboard assigned hotkey. How odd. Well, the only other scenario you may encounter is if you use the inventory menu in combat, if you use the dpad or whatever it's assigned to, then you will probably be attempting to manually surrender as soon as you leave the menu. Not sure why the gamepad isn't adhering to the check.
Skyrimfloo Posted January 11, 2014 Posted January 11, 2014 Nope, it should work identically to NPCs, the only exception is non-sentient animals don't rob you of gold/gear and don't tie you up after. Otherwise the process is identical. Either you have a setting not quite correct, or something else is interfering. You mean a setting in Submit itself, or another mod? The settings are pretty much as they come, only that I intended to disable auto-submit, gear removal and being essential during grapple, and of course the bar that controls creature support is set properly. Nothing I touch here seems to affect the issue other than disabling or enabling the intended features (except this particular problem). I honestly don't know what can be the issue, because as I mentioned I can submit fine to npcs, and to animals, auto-submit works. It doesn't seem to be the hotkey either since I can submit to humans. I really have no clue as of what can be messing with this. I suppose you can expect anything of a mod conflict, but how curious would be that the only effect it had was to disable the submit hotkey when attacked by creatures. I guess I'll try to clean my mod list to keep only the requirements for Submit, see if it works there, and start enabling crap to see if it is a mod conflict.
sapho888 Posted January 11, 2014 Posted January 11, 2014 Nope, it should work identically to NPCs, the only exception is non-sentient animals don't rob you of gold/gear and don't tie you up after. Otherwise the process is identical. Either you have a setting not quite correct, or something else is interfering. You mean a setting in Submit itself, or another mod? The settings are pretty much as they come, only that I intended to disable auto-submit, gear removal and being essential during grapple, and of course the bar that controls creature support is set properly. Nothing I touch here seems to affect the issue other than disabling or enabling the intended features (except this particular problem). I honestly don't know what can be the issue, because as I mentioned I can submit fine to npcs, and to animals, auto-submit works. It doesn't seem to be the hotkey either since I can submit to humans. I really have no clue as of what can be messing with this. I suppose you can expect anything of a mod conflict, but how curious would be that the only effect it had was to disable the submit hotkey when attacked by creatures. I guess I'll try to clean my mod list to keep only the requirements for Submit, see if it works there, and start enabling crap to see if it is a mod conflict. did you enable Creature support in the Sexlab Framework? I'm not sure if that is necessary for Submit's creatures to work, but I always have it turned on just in case. I believe the Framework has it off by default.
Skyrimfloo Posted January 11, 2014 Posted January 11, 2014 Yes I did, without that I wouldn't have animations when auto-submit does work (I think). In any case, yes, I did activate that, I'm certain of it. I'm testing if there's a mod conflict, and Actually I manage to get it to work (unless extreme coincidence) having only unofficial patches and graphic & ENB mods. So it appears to be a mod conflict. Really curious, considering that the only thing not working is that particular feature. [EDIT] Well, I have no f**king idea of what's going on, but my best guess is that my computer developed sentience and a weird sense of humor on top of that, and decided to troll me. Using Mod Organizer, I simply disabled everything except SkyUI, SexLab and Defeat. Tried the game, voilà! submit key works. Then proceeded to narrow down the issue by activating mods in bulk by the categories I separate them, and it keep working... Even after I activated everything else back. I didn't use any clean save or anything, always the same one where I was getting the issue previously and with the same settings in SexLab and Submit everytime. I don't even know what the f**k anymore. In one of the attemps, I did though I had the issue for a moment. I pressed the submit key, and the enemy (a wolf) stopped attacking but I didn't get any "attemp" debug message, it just stood there doing nothing. I punched it and when it was aggresive again I tried the key again and it worked. I won't say it's fixed because I didn't do anything. I'll do more extensive research in the night, but this is really weird. Any possible explanation?
Mdy Posted January 11, 2014 Posted January 11, 2014 I'm currently testing the 10JAN14 version and am new to submit. What I'd like to have: Auto-submitting when the health reaches zero. Same as SL Defeat. Been playing with the options for an hour and .. is that even possible? Manual submitting before the health drops zero is possible. Well, been spawning a bandit with a sword, SkyRe's swords got bleeding damage - I'm dying all the time cause of mortal wounds. Same should be with all DoT damage from fire mages, poisons and so on - even brawling is mortal.
nutluck Posted January 11, 2014 Posted January 11, 2014 Hey, I'm really a bit confused over how submitting works with animals. I tested this with human NPCs and stuff works as intended, using the manual submit. For animals, however, I don't seem to be able to get it to work unless using auto-submit. Does it just have a very low chance to happen, or am I doing something wrong? I've been trying with some wolves, and when I push the key it looks like combat ends (they stop hitting me, their health bar goes) but I don't get any debug message saying that I'm trying to surrender to my oponents, the animal just runs away. Am I supposed to mash the submit button or something? I don't know if this is your issue or not. But with the previous version of submit when you would get the bug where it wouldn't clear out one of the previous group you submitted to then the animals would often do that. This newest update should have that fixed though. Are you still getting this issue with the latest version of submit?
nutluck Posted January 11, 2014 Posted January 11, 2014 I'm currently testing the 10JAN14 version and am new to submit. What I'd like to have: Auto-submitting when the health reaches zero. Same as SL Defeat. Been playing with the options for an hour and .. is that even possible? Manual submitting before the health drops zero is possible. Well, been spawning a bandit with a sword, SkyRe's swords got bleeding damage - I'm dying all the time cause of mortal wounds. Same should be with all DoT damage from fire mages, poisons and so on - even brawling is mortal. Submit not only lets you set auto surrender to 0% but it also lets you turn on a deathproof so no matter what you don't die and surrender. Though apparently there is a minor issue if a mob does a multi-attack and each swip can one shot you that it can just kill you. But that seems pretty rare.
Skyrimfloo Posted January 11, 2014 Posted January 11, 2014 I don't know if this is your issue or not. But with the previous version of submit when you would get the bug where it wouldn't clear out one of the previous group you submitted to then the animals would often do that. This newest update should have that fixed though. Are you still getting this issue with the latest version of submit? I wrote a following post with my tests, but short answer, I was using the latest patch this morning when I got the problem, and it happened literally on the first creature (animal or human) that attemped any sexual interaction on my character. I didn't activate any SexLab mod till after Helgen (In fact, I didn't use any single mod until after being already in Riverwood). To check that mods were working, first I tried to check Lover's Victim with both the dog and another villager, then reloaded the save and go find a wolf. I suppose the problem is something hanging in the internals of the mod, possibly because some other mod might interrupt it when it gets to work. But the only other mod that would make my character get raped by animals is Sanguine's Debauchery, and I hadn't activate that one (I'm level one and I planned to have it work "as intended" after Sanguine's quest at level 14). Furthermore, the last times I tested it, it works fine and I have the same exact setup than what I had previouslñy. I literally took the data folder out, tested the game in vanilla only with Submit, then copy EXACTLY the same data folder back in, without saving anything, and it kept working. I'll just try to be more careful with my saves so I can revert to one that works if it ever gets weird again, but for now it seems to run well.
lovegun77 Posted January 11, 2014 Posted January 11, 2014 Just a little opinion. How about use `I submit` voice when PC surrenders? Ofcourse there are also voices like `mercy` or something.
Mdy Posted January 11, 2014 Posted January 11, 2014 I'm currently testing the 10JAN14 version and am new to submit. What I'd like to have: Auto-submitting when the health reaches zero. Same as SL Defeat. Been playing with the options for an hour and .. is that even possible? Manual submitting before the health drops zero is possible. Well, been spawning a bandit with a sword, SkyRe's swords got bleeding damage - I'm dying all the time cause of mortal wounds. Same should be with all DoT damage from fire mages, poisons and so on - even brawling is mortal. Submit not only lets you set auto surrender to 0% but it also lets you turn on a deathproof so no matter what you don't die and surrender. Though apparently there is a minor issue if a mob does a multi-attack and each swip can one shot you that it can just kill you. But that seems pretty rare. Gonna record my logs then, cause "pretty rare" seems to be 10/10 mortal damage for me. Using "submit + devious devices" (dunno if that one could do the trouble), Deathproof is active and my level 14 mage usually takes 2 or 3 hits. Got the same problem with the 5JAN14 version.
DonQuiWho Posted January 11, 2014 Posted January 11, 2014 I'm currently testing the 10JAN14 version and am new to submit. What I'd like to have: Auto-submitting when the health reaches zero. Same as SL Defeat. Been playing with the options for an hour and .. is that even possible? Manual submitting before the health drops zero is possible. Well, been spawning a bandit with a sword, SkyRe's swords got bleeding damage - I'm dying all the time cause of mortal wounds. Same should be with all DoT damage from fire mages, poisons and so on - even brawling is mortal. Submit not only lets you set auto surrender to 0% but it also lets you turn on a deathproof so no matter what you don't die and surrender. Though apparently there is a minor issue if a mob does a multi-attack and each swip can one shot you that it can just kill you. But that seems pretty rare. Possibly not as rare as one might wish. I've been doing the DD quest and in finding one of Zed's needed artifacts (is the mod author a Tarantino fan, with Zed lifted this from Pulp Fiction?), in one of the Dwemer extravaganza's west of Winterhold, there are marauding groups of Falmers. They hunt in triplets, and the only way SD+ seems to kick in at all in that sort of scenario, is if you manage to kill two of the three before the other gets near you. What happens with Submit in those circs, I can't be sure, but when you get free from hardcore SD+, there are no Submit hardcore devices in play, so it certainly hasn't been waiting in the wings. I'm running them both with Health Triggers, Submit Auto Surrender at 12% and SD+ checks at 10%. You do see the 'You cannot continue fighting' which I think comes from Submit, but as I said, SD+ seems to win in terms of the effect that visibly kicks in Otherwise, on SD+, you get an almost instantaneaous run of 3, and sometimes, oddly, even 4, of the [You have been collared] boxes appearing, to each of which you then click OK, the 'Enslaved' Intro is there, and then you die. Even better, AFTER the subsequent restart at the last save, you get 3 lines or so of SD+'s customary 'Your gold has been nicked and you must follow your master' prompts. What a way to wake up....each to their own, though... Got to say, though, that when it does kick in, the SD+ mod author deserves a lot of kudos for having come up with what is the most stable version since inception. Sure, there's a few glitches - the DD Quest locked collars result in loads of spam about [Housekeeping] as the SD+ collars and restraints don't want to play with them etc - but it's basically pretty good. I will admit to playing a conservative game, in that I don't acively go looking to get caught - it's much more interesting if it happens because you couldn't stop it - and in that regard I can kill most bandits at 100 yds with my bow and arrow (the Sparrow who killed Cock Robin has nothing on me!). So I don't get the wild encounters some seem to. But it all makes for an interesting bit of Role Play DD has worked pretty well when I tested it out last week. Haven't tested the latest update, as been trying to do some real gameplay. If the 'no lockpick' when armbinder is in play works, that will make a greatly improved game experience Only other thing of note is that the DD mod man says that when you set up Sexlab Stripping options to prevent the de-equipping of the Framework slots his items use, this also prevents Sexlab triggering those animations that would be blocked by his plugs and gags. That doesn't seem to prevent the SD+ protagonists using orifices which are already 'plugged in' by the DD quest. Not sure why, but I think I read upstream somewhere that SD+ is possibly a mix of animations, some from the Framework, and some 'hard coded, so to speak, using the old SexiS anims? If that's not so, then there may be something squiff in the links between SD+ and the Framework in that respect, but it's nothing to really worry about unless you are a total... well, whatever. Take your dpick. LOL
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