eifrag Posted January 11, 2014 Posted January 11, 2014 just me?? use option to turn victim for bounties naked -> submit clothing set = CTD any clothing -> submit clothing set = fine prison cloth -> submit clothing set = fine thanks
Yuni 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 have that problem too, I'm not sure what causes it. It might have something to do with animals having different behaviors... Like when a human subdues you they punch you and stuff, so something about how they react to the scripts makes manual submit not work. Do you have animal support set to level 2? If so (like I do) then... I don't know what's causing it either, but auto-surrender should work. Be warned though, as I mentioned in my complaints, if you're so weak that a monster one-shots you and they do a multi-hit attack, they will kill you AGAIN after it surrenders, and it will say your wounds are mortal. In response to the author however.. One thing you could do to make death-proof surrender REALLY death proof is toggle god mode during surrender sequence. TGM is the command, not necessarily upper case, and nothing can kill the player at all like that.
notenslaved Posted January 11, 2014 Posted January 11, 2014 I have run into a problem. It seems to occur on this latest update and also on the one previous to that. I just installed your latest and started a new save. It works fine except the option that used to say "I'm going to let my friend have a turn" (something like that) is no longer there. I have two followers with me all the time. One is custom and one is vanilla. It worked fine for the last Sept release (can't remember the date). I ran into so many problems with the new SL that I decided to wait for awhile before updating which is why I'm just reporting this now. I only tried this latest and the one previous to that one and this problem is in both for me. Not sure what could be causing it to be missing for me. Just reporting that I am also experiencing this issue. Hope you get a chance to work with it, really miss it. Thanks for all the hard work on this mod, dkatryl!!
nutluck 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. Yeah I read that, i tend to post replies as I see posts or I tend to forget to go back and reply to them. Which leads me to sometimes post a reply to something that later has be already covered. Yeah that is strange and I really have no idea what it is, only thing that remotely to me seems like might cause it is script lag from using to many heavy script mods for the computer to easily handle. But that is just a wild guess cause I can't think of anything else that could cause it.
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. 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. Yeah if you are getting killed often with deathproof on then it sounds like something is going wrong. With the new deathproof I personally in about 20 tests have never had it fail and my character die so far. I could see it happening more often with mages, since they use magic and some of it fires for a long period of time and puts a dot on you. So you was low on health the mage fires a spell that kills you but it keeps shooting the flames out then I could see it killing you again. Same as with some creatures that do several attacks in a row. Have you tried it with just random bandits, wolves etc things that only attack with single attacks to see if it works with them?
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. 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 Well yes if you are using another mod that uses the bleedout animation to trigger like Submit does now with the deathproof then Dkatryl said their can be issues as the two mods will fight for control. In those cases I bet what it happening is Submit triggers but the other mod then takes over. Which means the deathproof is not restoring your health to max and then making the npc/creature stop attacking you to begin the sex animation. So instead what happens I bet is, submit triggers, other mod takes over. But since your health was at 0% from the submit setting and submit was not allowed to finish triggering the deathproof to restore your health that the other mod is taking over while you have 0 health and then you die. If that makes sense. I might be wrong but I bet that is what is happening.
Ashra XIII Posted January 11, 2014 Posted January 11, 2014 I was using the previous version of Submit, and found that the auto-submit wasn't working at all; I'd get down to zero health and go to the bleedout pose, but enemies would, after a pause, resume smacking me. They could kill me over and over this way and not stop to rape or anything. With some testing, I determined that manual surrender worked, and once I did surrender, all the following parts also worked fine (rape, getting bound, trying to escape, getting caught trying, and then eventually escaping and running away with hands still bound). The weird part? No Submit stuff was in my papyrus log. Like, it just decided not to write any events. So I'm doing a clean save and updating to the newest version now. Let's hope this helps.
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. Yeah if you are getting killed often with deathproof on then it sounds like something is going wrong. With the new deathproof I personally in about 20 tests have never had it fail and my character die so far. I could see it happening more often with mages, since they use magic and some of it fires for a long period of time and puts a dot on you. So you was low on health the mage fires a spell that kills you but it keeps shooting the flames out then I could see it killing you again. Same as with some creatures that do several attacks in a row. Have you tried it with just random bandits, wolves etc things that only attack with single attacks to see if it works with them? Of course, my one hour testing was with a single 1h+shield bandit or a vanilla wolf.
nutluck Posted January 11, 2014 Posted January 11, 2014 I was using the previous version of Submit, and found that the auto-submit wasn't working at all; I'd get down to zero health and go to the bleedout pose, but enemies would, after a pause, resume smacking me. They could kill me over and over this way and not stop to rape or anything. With some testing, I determined that manual surrender worked, and once I did surrender, all the following parts also worked fine (rape, getting bound, trying to escape, getting caught trying, and then eventually escaping and running away with hands still bound). The weird part? No Submit stuff was in my papyrus log. Like, it just decided not to write any events. So I'm doing a clean save and updating to the newest version now. Let's hope this helps. Thats weird. I have not tired the latest version of submit but all the previous ones I had the deathproof work 100% of the time for me. The only issues I was having was old rapist not being cleared and them teleporting when I surrendered again to a new group which would then break submit. I wonder if everyone having issues with the deathproof are using the same mod. Perhaps there is another mod that is causing issues.
nutluck Posted January 11, 2014 Posted January 11, 2014 I think everyone having the issues with the deathproof not working should post up their load order list in spoiler tags. For those that don't know to make a spoiler tag just do the following with no spaces between the [ ] [ spoiler] load order [ /spoiler] Might see a common mod you are all using and then it might help narrow things down.
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. 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. Yeah if you are getting killed often with deathproof on then it sounds like something is going wrong. With the new deathproof I personally in about 20 tests have never had it fail and my character die so far. I could see it happening more often with mages, since they use magic and some of it fires for a long period of time and puts a dot on you. So you was low on health the mage fires a spell that kills you but it keeps shooting the flames out then I could see it killing you again. Same as with some creatures that do several attacks in a row. Have you tried it with just random bandits, wolves etc things that only attack with single attacks to see if it works with them? Of course, my one hour testing was with a single 1h+shield bandit or a vanilla wolf. Yeah that is just odd, cause I so far have not had that happen since deathproof was added. I am seriously starting to wonder if another mod is conflicting with submit. Since it triggers on bleedout now and so do some other mods.
Mdy Posted January 11, 2014 Posted January 11, 2014 My Deathproof-is-mortal load order: A little bit messy, 50% of the SL mods are next to the esm files, the other ones are near the end. Skyrim.esmUpdate.esmUnofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espHearthFires.esmUnofficial Hearthfire Patch.espDragonborn.esmUnofficial Dragonborn Patch.espApachiiHair.esmApachiiHairFemales.esmApachiiHairMales.esmAzarHair.esmRaceCompatibility.esmSkyrim Project Optimization - No Homes - Full Version.esmETaC - RESOURCES.esmOmegared99-Compilation.esmSchlongs of Skyrim - Core.esmSexLab.esmSGHairPackBase.esmSPIKE.esmTERAArmors.esmZaZAnimationPack.esmSexLabAroused.esmDevious Devices - Assets.esmHighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.espFixedEyeAdaption.espRaceCompatibilityUSKPOverride.espUnofficial High Resolution Patch.espRevampedExteriorFog.espSplashofRain.espAOS.espFantasySoundtrackProject.espAuto Unequip Ammo.espKaceAutoloot.espExhaustion.espExpandedJewelryCrafting.espNS_HuntingGroundsOutfit.espIsh's Souls to Perks.espPoint The Way.espRusty Antler Caravan.espSexLabNudeCreatures.espSexLabUtil1.espSexLab Solutions.espSkinnyDipping.espSkyrim Flora Overhaul.espSmoking Torches.espSwiftPotion.espItem Sorting by Saige.espItem Sorting DG by Saige.espItem Sorting HF by Saige.espItem Sorting DB by Saige.espCompass Marker Range 4000-12000.espFootprints.espRaceMenu.espRaceMenuPlugin.espRaceMenuOverlays.espRaceMenuOverlayCompilation.espSkyUI.espiHUD.espCustomizable Camera.espTakeNotes.espAlduin's son.espClericCraftable.esp1nivWICCloaksCRAFT.espCrossbows_Basic_Collection_EN_LL.espDBShreddedTriss.espDK_Armor_By_Hothtrooper44.espDPArmor.espDragonbornArmorFix.espDragonHunterArmor.espDread Huntress Armor.espDreamBurrowsRegalHuntsmanArmor.espDrSKnapsacks.espGDElvenScout.espGlass Variants.espHentaiNightmareArmor.espHISmerillDArobe.esphothtrooper44_ArmorCompilation.espImmersive Weapons.espMageBackpack_byTumbajamba.espNordic Carved Helm Wigs.espNS_Eilhart_Dress.espOmegared99-WeaponSets.espStandard-15Percent.espOsare Underwear.espRegnPiercings.espScoutArmor.espTERAArmors.espTH3WICK3D1-HawkeMageArmor.espTribunal Maskes by Zairaam.espTribunal Robes by Zairaam.espUNPB Barbarian Armor.espwarmagearmor.espWitch Of The Wild.espzz_GDRAHoods.espzzlovelyfeather.espzzMaidOutfits.espDr_Bandolier.espImmersive Sounds - Aural Assortment.espcalyps-dragonpriestmasks.espHarvestOverhaulDawnguardDragonborn.espHarvestOverhaulCreaturesDawnguardHearthfireDragonborn.espSkyRe_Main.espSkyRe_Main_Fix.espSkyRe_Combat.espSkyRe_CraftingFix.espSkyRe_EnemyAI.espSkyRe_EnemyScaling.espSkyRe_EnemyScaling_Fix.espSkyRe_HarvestOverhaulDawnguardDragonbornPatch.espSkyRe_Survivalism.espSkyRe_HelmlessPerks.espUnique Uniques.espBreezehome_Fully_Upgradable.espDusksCabin.espGildergreen Regrown.espmtMC.espMy Home Is Your Home.espNetch Fetcher Convoy.espOBIS.espOBISDB.espRayeksEnd.espRun For Your Lives.espWhen Vampires Attack.espSecluded Cottage.espSepredia.espwhiterun spruce by revan1199.espWoodsmansShack.espWyrmstooth.espfemale mannequins in homes.espfemale mannequins.espAchieveThat.espBounty Gold.espDistant DetailHF.espGuard Dialogue Overhaul.espHeadtracking.espLaFemmeLycana.espProper Aiming.espReplacement Crowns.espSchlongs of Skyrim.espSFO - Expanded Diversity.espConvenient Horses.espTimingIsEverything.espVariousGuardReplacer.espaMidianborn_Skyforge_Weapons.espETaC - Complete.espETaC - Complete HF Patch.espETaC - Complete SPO Patch.espETaC - Smelters.espLog Cabin Riften.espUnique Grasses.espEnhancedLightsandFX.espELFX - NoBreezehome.espDG-NoAttacks.espdovahkiinrelax.espShowRaceMenuAlternative.espNoSneakAttackSound.espDual Wield Parrying_SKSE.espNo Killmoves, No Killcams, No Killbites.espAcquisitive Soul Gems.esp_NewHair.espCazy Hairs-by zzjay.espFh hairs-by zzjay.espLovelyHairstylesLITE.espMacKom_LoreStylesHairSet.espmaymayHairs.espNewhairpack.esp_zzSimsHair.espSGEyebrows.espSGHairPackAIO.espTeraHairWeightFix.espTheEyesOfBeauty.espCustomRaces.espDreamBurrowPatchWorkMaiden.espHentai_mixed_Armor.esp3DNPC.espAlvhildeLycan.espAnruin.espAuleric_Nord_Mage_Follower.espESFAela.espLouise.espMy_Little_kitty_non_replaced.espProserpine_companion.espThorald GreyMane.espAmazingFollowerTweaks.espSexLab Vanilla Voices.espSOS - VectorPlexus Muscular Addon.espSexLab Submit.espLoversVictim.espDevious Devices - Integration.espDevious Deviants.espSubmit belt.espnomorestupiddog.espwerewolvesoccurringnaturally.espChesko_WearableLantern.espMoss Rocks.espStaticMeshImprovementMod-FurnitureChestSnowFix.espStaticMeshImprovementMod.espSulfurRocks.espWATER Plants.espWATER.espCraftable and Placeable Havok-enabled Bedrolls .espSOT-Sleeping.espDevious Loading Screens.espBondage Straps - UNPB BBP.espAlternate Start - Live Another Life.espAlternate Start - Live A Deviant Life.espCharGen Morphs.espCharGen ECE Morphs.espExtra Scars.espNB-Scars.espSkyRe_Races.espSkyRe_Races_Fix.espNo More Glowing Edges Mod.espenbweather.espENB Snow FX.espWearablePubes.espFollower Map Markers.espAPSS.espMeekoIsAHusky.espsmakit_house_markers_plus.espAFT_iNPCFix.espBeeingFemale.espImmersiveFP.espBashed Patch, 0.espWarburg's 3D Paper World Map - Texture 2.espwarburg's 3d paper world map - dawnguard.espWarburg's 3D Paper World Map - Dragonborn.espDual Sheath Redux.espDual Sheath Redux Patch.espReProccer.espReProccerNONPLAYERfix.espReProccerDragonborn.esp
dkatryl Posted January 11, 2014 Author Posted January 11, 2014 One thing you could do to make death-proof surrender REALLY death proof is toggle god mode during surrender sequence. TGM is the command, not necessarily upper case, and nothing can kill the player at all like that. That's what I was pondering looking into for this. No Protected or Essential, but the Invulnerable, have it last long enough to go through the check for valid targets, then turn it back off. Should be long enough to ride out multi-attack things.
dkatryl Posted January 12, 2014 Author Posted January 12, 2014 I was using the previous version of Submit, and found that the auto-submit wasn't working at all; I'd get down to zero health and go to the bleedout pose, but enemies would, after a pause, resume smacking me. They could kill me over and over this way and not stop to rape or anything. With some testing, I determined that manual surrender worked, and once I did surrender, all the following parts also worked fine (rape, getting bound, trying to escape, getting caught trying, and then eventually escaping and running away with hands still bound). The weird part? No Submit stuff was in my papyrus log. Like, it just decided not to write any events. So I'm doing a clean save and updating to the newest version now. Let's hope this helps. That's a good thing in general. That means I shouldn't be causing undo papyrus choking due to errors/warnings. With the exception of traces intentionally put in so you can when certain functions/events get called, optimally you shouldn't ever see anything in your log other than maybe initialization related stuff. Doesn't mean things will always work, especially if your papyrus is potentially gummed up with a few hundred mods full of errors/warnings in your logs. There could just be some serious script lag due to whatever for some people and things don't get a chance to happen properly. But if you get errors, then by definition something isn't working.
dkatryl Posted January 12, 2014 Author Posted January 12, 2014 This was the original stuff for the death proofing: Event OnEnterBleedout() If (_SLConfig.NoDeathActive && _SLConfig.modActive && PlayerRef.GetRace() != Werewolf && PlayerRef.GetRace() != DLC1VampireBeast) If (Bleedout) PlayerRef.ResetHealthAndLimbs() _SLScene.WRT(1.0) Debug.SendAnimationEvent(PlayerRef, "BleedOutStart") If (_SLSubmitSurrenderGlobal.GetValue() == 0) _SLSubmitSurrenderGlobal.SetValue(1) _SLSubmitAssign.Cast(PlayerRef) _SLFunctions.Surrender() EndIf _SLScene.WRT(2.0) EndIf If (_SLSubmitSurrenderGlobal.GetValue() != 2) Bleedout = False If(_SLConfig.debugActive) Debug.Notification("Your wounds are mortal...") EndIf _SLScene.WRT(3.0) PlayerRef.GetActorBase().SetProtected(False) PlayerRef.KillEssential() EndIf EndIf EndEvent This is what I plan to update to later tonight: Event OnEnterBleedout() If (_SLConfig.NoDeathActive && _SLConfig.modActive && PlayerRef.GetRace() != Werewolf && PlayerRef.GetRace() != DLC1VampireBeast) PlayerRef.GetActorBase().SetInvulnerable() If (Bleedout) PlayerRef.ResetHealthAndLimbs() _SLScene.WRT(1.0) Debug.SendAnimationEvent(PlayerRef, "BleedOutStart") If (_SLSubmitSurrenderGlobal.GetValue() == 0) _SLSubmitSurrenderGlobal.SetValue(1) _SLSubmitAssign.Cast(PlayerRef) _SLFunctions.Surrender() EndIf _SLScene.WRT(5.0) EndIf PlayerRef.GetActorBase().SetInvulnerable(False) If (_SLSubmitSurrenderGlobal.GetValue() != 2) Bleedout = False If(_SLConfig.debugActive) Debug.Notification("Your wounds are mortal...") EndIf _SLScene.WRT(3.0) PlayerRef.GetActorBase().SetProtected(False) PlayerRef.KillEssential() EndIf EndIf EndEvent I am going to try adding the Invulnerable flag long enough to ride out the surrender attempt. Additionally, there was a 2s delay to allow the surrender attempt to be made. This has always worked on my machine, but I also have a damn fine machine with very little scripts mods, so my papyrus has no problems executing consistently. For those that might have older machines and/or a crap load of scripts mods that put a crap load of errors in their papyrus log, 2s might not have been enough. So I increased that delay to 5s. If 5s isn't enough time to check for valid surrender targets, then I suspect you might have some serious issues with your setup, or there is just an issue with your save game with respect to Submit. Neither of which I can do anything about.
Justoutthere Posted January 12, 2014 Posted January 12, 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 Don't think your issue is connected to SD+ as I have experienced almost identical issues and I have not got SD+ installed. I just assumed it was an issue with setting up a train with creatures as single creatures appear to work perfectly, even becoming agressive if you dont leave soon enough. However if there are multiples or as in some bandit caves I have been in the situation of being attacked by human and dog/wolf and have autosubmitted to last attacker who happened to be a creature and got the same effect. I have on occaision triggerred re-agression by quicksaving and reloading but that did not always work. Again I feel it nessercary to add, my kit is not in any way up to date and may be having difficulties handling the extra script loading.
Ashra XIII Posted January 12, 2014 Posted January 12, 2014 Okay, so clean-saving and putting in the newest version of Submit has cleared up the issue I was having with auto-surrender. It's working very well after some... extensive testing. I did eventually have to turn down the surrender radius, as it seemed to be pulling bandits never involved in battles into the rape circle. Anyhow, dunno what was going on, but I'm glad I got it working again.
jackbite69 Posted January 12, 2014 Posted January 12, 2014 Happy to see the updates coming thick & Fast! & if positive messages keeps you involved then i'll keep writing them.......... Thank you for all your hard work!!!
dkatryl Posted January 12, 2014 Author Posted January 12, 2014 I am going to try adding the Invulnerable flag long enough to ride out the surrender attempt. Okay, I tested this by finding a cave bear, race changing him to a sabrecat, player.setav health 1 via console so I had 1 HP, stripped down to 0 armor, which means ANY hit would effectively one shot me. Results were the invulnerable flag seemed to allow it to work just fine. Between the kitty leaping twice on me, or doing the right paw rapid clawing thingy, or just a single leap, didn't seem to matter as I repeated this test (quick saved moments before getting hit, so just reloaded over and over and over). It'd get the note about can't continue to fight, kitty would try to give me kittens, rinse repeat each and every time I tested. If you still have issues with it after this, then you have either another mod interfering, a save game that isn't happy with Submit, or something else wrong, none of which I can really do much about. Between the fact that I don't even use the player surrender half of the mod, and all of my testing functions as expected, you can understand why I am not inclined to really spend any more time on this.
nutluck Posted January 12, 2014 Posted January 12, 2014 Cool, good work as always Dkatyrl. So i assume after this you are going to start focusing on the seduction aspect of the mod, other than any other bugs that are found of course?
dkatryl Posted January 12, 2014 Author Posted January 12, 2014 Cool, good work as always Dkatyrl. So i assume after this you are going to start focusing on the seduction aspect of the mod, other than any other bugs that are found of course? That is the plan. Filling in some of the custom voiced NPCs. Given the fact that they are custom voiced, and the available lines they each have are completely different, they will likely each have to be custom done, and likely won't have all of the options that currently exist for general NPCs. But at least they won't be silent. Until I stumble my through one or two, I won't have any idea how long of a process each one takes, so I have no ETA on it. I haven't even started yet, because I want some mental space from the mod before I dig in.
dkatryl Posted January 12, 2014 Author Posted January 12, 2014 Most Recent Changes11JAN14 2048 Updated - Added SetInvulnerable() flag temporarily in the OnEnterBleedout() section, in the event that a low HP character is getting one shot by something that hits multiple times. This was tested against a fast attacking Sabrecat after using player.setav health 1, so every attack was a one shot, and it allowed the death proofing restore to function, even with multiple hits. Updated - Increased the delay between the death proofing check for valid targets before it moves on to the "Wounds are mortal..." section from 2 to 5sec to account for possible script lag on people that might be running a lot of script heavy mods and/or have a lot of papyrus errors/warning bogging their system down. If 5 seconds isn't enough times, you might have more serious underlying issues. Updated - Relabeled the MCM option 'Can Be Randomly Assaulted While Bound' to 'Multiple Assaults Active'. In addition to the current effect, during player surrender it also controls whether or not it checks for more valid targets after the first round of assaults finish. First people want it to allow more than just the first 2 random NPCs to take a turn, and *THEN* I get people wanting an option to stop it, because now it takes too long to wait for the whole thing. IT NEVER ENDS!
Pinute Posted January 12, 2014 Posted January 12, 2014 Most Recent Changes 11JAN14 2048 First people want it to allow more than just the first 2 random NPCs to take a turn, and *THEN* I get people wanting an option to stop it, because now it takes too long to wait for the whole thing. IT NEVER ENDS! How about an mcm slider? /runs
nutluck Posted January 12, 2014 Posted January 12, 2014 Cool, good work as always Dkatyrl. So i assume after this you are going to start focusing on the seduction aspect of the mod, other than any other bugs that are found of course? That is the plan. Filling in some of the custom voiced NPCs. Given the fact that they are custom voiced, and the available lines they each have are completely different, they will likely each have to be custom done, and likely won't have all of the options that currently exist for general NPCs. But at least they won't be silent. Until I stumble my through one or two, I won't have any idea how long of a process each one takes, so I have no ETA on it. I haven't even started yet, because I want some mental space from the mod before I dig in. No worries I have some idea's to expand on that too when you get the voices done and are looking to add more.
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