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Posted

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  :)

Posted

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.

 

Posted

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!!

Posted

 

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.

Posted

 

 

 

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?

Posted

 

 

 

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 :cool:

 

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.   :angel:   

 

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.

Posted

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. ^_^

Posted

 

 

 

 

 

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.

Posted

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.

Posted

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.

Posted

 

 

 

 

 

 

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.

 

 

Posted

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.esm
Update.esm
Unofficial Skyrim Patch.esp
Dawnguard.esm
Unofficial Dawnguard Patch.esp
HearthFires.esm
Unofficial Hearthfire Patch.esp
Dragonborn.esm
Unofficial Dragonborn Patch.esp
ApachiiHair.esm
ApachiiHairFemales.esm
ApachiiHairMales.esm
AzarHair.esm
RaceCompatibility.esm
Skyrim Project Optimization - No Homes - Full Version.esm
ETaC - RESOURCES.esm
Omegared99-Compilation.esm
Schlongs of Skyrim - Core.esm
SexLab.esm
SGHairPackBase.esm
SPIKE.esm
TERAArmors.esm
ZaZAnimationPack.esm
SexLabAroused.esm
Devious Devices - Assets.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
FixedEyeAdaption.esp
RaceCompatibilityUSKPOverride.esp
Unofficial High Resolution Patch.esp
RevampedExteriorFog.esp
SplashofRain.esp
AOS.esp
FantasySoundtrackProject.esp
Auto Unequip Ammo.esp
KaceAutoloot.esp
Exhaustion.esp
ExpandedJewelryCrafting.esp
NS_HuntingGroundsOutfit.esp
Ish's Souls to Perks.esp
Point The Way.esp
Rusty Antler Caravan.esp
SexLabNudeCreatures.esp
SexLabUtil1.esp
SexLab Solutions.esp

SkinnyDipping.esp
Skyrim Flora Overhaul.esp
Smoking Torches.esp
SwiftPotion.esp
Item Sorting by Saige.esp
Item Sorting DG by Saige.esp
Item Sorting HF by Saige.esp
Item Sorting DB by Saige.esp
Compass Marker Range 4000-12000.esp
Footprints.esp
RaceMenu.esp
RaceMenuPlugin.esp
RaceMenuOverlays.esp
RaceMenuOverlayCompilation.esp
SkyUI.esp
iHUD.esp
Customizable Camera.esp
TakeNotes.esp
Alduin's son.esp
ClericCraftable.esp
1nivWICCloaksCRAFT.esp
Crossbows_Basic_Collection_EN_LL.esp
DBShreddedTriss.esp
DK_Armor_By_Hothtrooper44.esp
DPArmor.esp
DragonbornArmorFix.esp
DragonHunterArmor.esp
Dread Huntress Armor.esp
DreamBurrowsRegalHuntsmanArmor.esp
DrSKnapsacks.esp
GDElvenScout.esp
Glass Variants.esp
HentaiNightmareArmor.esp
HISmerillDArobe.esp
hothtrooper44_ArmorCompilation.esp
Immersive Weapons.esp
MageBackpack_byTumbajamba.esp
Nordic Carved Helm Wigs.esp
NS_Eilhart_Dress.esp
Omegared99-WeaponSets.esp
Standard-15Percent.esp
Osare Underwear.esp
RegnPiercings.esp
ScoutArmor.esp
TERAArmors.esp
TH3WICK3D1-HawkeMageArmor.esp
Tribunal Maskes by Zairaam.esp
Tribunal Robes by Zairaam.esp
UNPB Barbarian Armor.esp
warmagearmor.esp
Witch Of The Wild.esp
zz_GDRAHoods.esp
zzlovelyfeather.esp
zzMaidOutfits.esp
Dr_Bandolier.esp
Immersive Sounds - Aural Assortment.esp
calyps-dragonpriestmasks.esp
HarvestOverhaulDawnguardDragonborn.esp
HarvestOverhaulCreaturesDawnguardHearthfireDragonborn.esp
SkyRe_Main.esp
SkyRe_Main_Fix.esp
SkyRe_Combat.esp
SkyRe_CraftingFix.esp
SkyRe_EnemyAI.esp
SkyRe_EnemyScaling.esp
SkyRe_EnemyScaling_Fix.esp
SkyRe_HarvestOverhaulDawnguardDragonbornPatch.esp
SkyRe_Survivalism.esp
SkyRe_HelmlessPerks.esp
Unique Uniques.esp
Breezehome_Fully_Upgradable.esp
DusksCabin.esp
Gildergreen Regrown.esp
mtMC.esp
My Home Is Your Home.esp
Netch Fetcher Convoy.esp
OBIS.esp
OBISDB.esp
RayeksEnd.esp
Run For Your Lives.esp
When Vampires Attack.esp
Secluded Cottage.esp
Sepredia.esp
whiterun spruce by revan1199.esp
WoodsmansShack.esp
Wyrmstooth.esp
female mannequins in homes.esp
female mannequins.esp
AchieveThat.esp
Bounty Gold.esp
Distant DetailHF.esp
Guard Dialogue Overhaul.esp
Headtracking.esp
LaFemmeLycana.esp
Proper Aiming.esp
Replacement Crowns.esp
Schlongs of Skyrim.esp
SFO - Expanded Diversity.esp
Convenient Horses.esp
TimingIsEverything.esp
VariousGuardReplacer.esp
aMidianborn_Skyforge_Weapons.esp
ETaC - Complete.esp
ETaC - Complete HF Patch.esp
ETaC - Complete SPO Patch.esp
ETaC - Smelters.esp
Log Cabin Riften.esp
Unique Grasses.esp
EnhancedLightsandFX.esp
ELFX - NoBreezehome.esp
DG-NoAttacks.esp
dovahkiinrelax.esp
ShowRaceMenuAlternative.esp
NoSneakAttackSound.esp
Dual Wield Parrying_SKSE.esp
No Killmoves, No Killcams, No Killbites.esp
Acquisitive Soul Gems.esp
_NewHair.esp
Cazy Hairs-by zzjay.esp
Fh hairs-by zzjay.esp
LovelyHairstylesLITE.esp
MacKom_LoreStylesHairSet.esp
maymayHairs.esp
Newhairpack.esp
_zzSimsHair.esp
SGEyebrows.esp
SGHairPackAIO.esp
TeraHairWeightFix.esp
TheEyesOfBeauty.esp
CustomRaces.esp
DreamBurrowPatchWorkMaiden.esp
Hentai_mixed_Armor.esp
3DNPC.esp
AlvhildeLycan.esp
Anruin.esp
Auleric_Nord_Mage_Follower.esp
ESFAela.esp
Louise.esp
My_Little_kitty_non_replaced.esp
Proserpine_companion.esp
Thorald GreyMane.esp
AmazingFollowerTweaks.esp
SexLab Vanilla Voices.esp
SOS - VectorPlexus Muscular Addon.esp
SexLab Submit.esp
LoversVictim.esp
Devious Devices - Integration.esp
Devious Deviants.esp
Submit belt.esp

nomorestupiddog.esp
werewolvesoccurringnaturally.esp
Chesko_WearableLantern.esp
Moss Rocks.esp
StaticMeshImprovementMod-FurnitureChestSnowFix.esp
StaticMeshImprovementMod.esp
SulfurRocks.esp
WATER Plants.esp
WATER.esp
Craftable and Placeable Havok-enabled Bedrolls .esp
SOT-Sleeping.esp
Devious Loading Screens.esp
Bondage Straps - UNPB BBP.esp
Alternate Start - Live Another Life.esp
Alternate Start - Live A Deviant Life.esp
CharGen Morphs.esp
CharGen ECE Morphs.esp
Extra Scars.esp
NB-Scars.esp
SkyRe_Races.esp
SkyRe_Races_Fix.esp
No More Glowing Edges Mod.esp
enbweather.esp
ENB Snow FX.esp
WearablePubes.esp
Follower Map Markers.esp
APSS.esp
MeekoIsAHusky.esp
smakit_house_markers_plus.esp
AFT_iNPCFix.esp
BeeingFemale.esp
ImmersiveFP.esp
Bashed Patch, 0.esp
Warburg's 3D Paper World Map - Texture 2.esp
warburg's 3d paper world map - dawnguard.esp
Warburg's 3D Paper World Map - Dragonborn.esp
Dual Sheath Redux.esp
Dual Sheath Redux Patch.esp
ReProccer.esp
ReProccerNONPLAYERfix.esp
ReProccerDragonborn.esp

 

Posted

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.

Posted

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.

Posted

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.

 

 

Posted

 

 

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 :cool:

 

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.   :angel:   

 

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. 

Posted

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.

Posted

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!!!

Posted

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.

Posted

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?

Posted

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. :P

 

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.

Posted

Most Recent Changes
11JAN14 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! <_< 

Posted

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

Posted

 

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. :P

 

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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