nutluck Posted January 12, 2014 Posted January 12, 2014 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! Thats cause it is such a great mod, but everyones taste are a little different.
DonQuiWho Posted January 12, 2014 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. I may not have been as direct in my earlier comment, but let me say that this is a great mod. Deathproofing also worked fine for me in a 'real' sabrecat encounter, that came right out of the blue one in one game - so that has been working well since inception. Thank you for the very quick update re the 'challenging behaviours' mobs. I look forward to having a try of that sometime this week. I must have died once every two minutes for about half an hour yesterday, and the only way to progress was finding sneaky ways of killing the NPCs one by one. If it stops that, it will be great progress - even if my PC probably then makes no progress at all, so to speak
dje34 Posted January 12, 2014 Posted January 12, 2014 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! Thats cause it is such a great mod, but everyones taste are a little different. Some people work for themselves and some work for the community ! More people you have to please, more problems and solutions you have to handle ! EDIT - I'd also like to thank you for being so active on the forums, nearly 1 update a day ! You are on the top ten most active modders these past weeks ! Thanks a lot !
Plaguetard Posted January 12, 2014 Posted January 12, 2014 If I had one request it would be to have more support for two or more NPCs at once on the PC (and I suppose vice versa though I use this mod as PC only. I use defeat if my PC is the evil one). This would also cut back on the number of scenes for those who feel it takes to long (it can take a while to run through all NPCs one by one on PC if you use mods like Organized Bandits and Populated type mods). I know Defeat has a lot of functionality with multiples and threesomes, but as I've stated before, I feel Submit is much more immersive and is one of my favorite mods. On a side note, I do find it surprising that no one has converted any of the 4P and 5P creature animations to just normal humans and not just draugr and falmer. Being able to get through 3 or 4 bandits at a time would also dramatically cut back on the number of scenes your poor PC has to get through. Just my thoughts, again this is one of my favorite mods out there. Nothing like losing all my PCs stuff, being abused over and over, finally escaping, grabbing a dagger, and coming back for revenge.
Justoutthere Posted January 12, 2014 Posted January 12, 2014 Have updated to ver 11th and run a few see what happens runs Startpoint is a "hunters camp" courtesy of Live another Life, near Helgen close to where the three bandits are who have the first treasure map. Auto Surrender is ON. Health trigger Set to 50% Radius set to 250 Creature 2 Ran into their camp did not fight back, auto surrender kicks in but nothing happens. Reloaded and try again, same thing. This time I have a look around by changing direction of view and not moving and in the background just down the hill I spot a Spider who looks unusually calm. Take a walk down and it appears caught in the auto-surrender checks. Punch a few times so as not to damage much but try and activate hostility which works fine and I get to surrender to the spider now, at this point one of the bandits appears and co-opts the surrender. The spider and bandit get into a fight, which I join in for fun hitting the bandit who then turns on me and with my low health I surrender again. This time the spider kills the bandit and I have to hit again to resume its hostile behavior. Repeated test with Creature set to 0 (no support) and bandits treated me as expected, that is until the same spider came along and killed them all. I say this so often I think I should add it as a signature but using older kit I do seem to get a greater level of issues when dealing with groups and most especially mixed and creature groups , whilst much of the time this is unimportant there are always dwemer ruins and crypts (falmer and draugr(sp?)) where creature groups are common. ny suggestions as to how to squeezethe most out of my kit would be appreciated. Load order in spioler. GameMode=SkyrimSkyrim.esm=1Update.esm=1Dawnguard.esm=1HearthFires.esm=1Dragonborn.esm=1Unofficial Skyrim Patch.esp=1Unofficial Hearthfire Patch.esp=1Unofficial Dragonborn Patch.esp=1Unofficial Dawnguard Patch.esp=1SexLab.esm=1ZaZAnimationPack.esm=1ApachiiHairFemales.esm=1RaceCompatibility.esm=1ApachiiHair.esm=1Schlongs of Skyrim - Core.esm=1Devious Devices - Assets.esm=1SexLabAroused.esm=1HighResTexturePack01.esp=1HighResTexturePack02.esp=1HighResTexturePack03.esp=1SkyUI.esp=1Alternate Start - Live Another Life.esp=1RaceMenuPlugin.esp=1RaceMenu.esp=1RaceCompatibilityUSKPOverride.esp=1EnhancedCharacterEdit.esp=1USKP Patcher for RaceCompatibility.esp=1Tribal Tattoo Overlays.esp=1AzarHairPonyTail 03 - Havok.esp=1WATER.esp=1WATER DB Waves.esp=1WATER DG.esp=1SexLabNudeCreatures.esp=1SexCrop.esp=1SexLabWerewolves.esp=1The Dance of Death - Ultimate Edition.esp=1EB-Gender.esp=1SexLab Enchantress.esp=1The Ningheim.esp=1AllFemaleGuards.esp=1CharacterMakingExtender.esp=1Schlongs of Skyrim.esp=1SOS - VectorPlexus Regular Addon.esp=1Devious Devices - Integration.esp=1Devious Deviants.esp=1Remodeled Armor - Vanilla Replacer.esp=1Remodeled Armor - Vanilla Replacer - Dawnguard.esp=1Remodeled Armor - Vanilla Replacer - Dragonborn.esp=1Remodeled Armor - Underwear.esp=1AchieveThat.esp=1SexLab Submit.esp=1Submit belt.esp=1Breezehome_Fully_Upgradable.esp=1FemaleMannequinsNord.esp=1Armored Circlets.esp=118 Black® Katanas HD ML.esp=1Ten Slots for Enchanting vanilla.esp=1 Just to reiterate I love this mod, I do NOT think it isn't working, I think my kit is having trouble keeping up and am hoping for a pointer in the right direction
Anonymous Posted January 12, 2014 Posted January 12, 2014 There needs to be a restriction in the script searching for attackers. I mean, I'm fighting with 3 bandits. 3 rapes, ok. But then my char is raped by random bandit whom I've never seen, then another.... and then by a bear. Seriously, now.
dje34 Posted January 12, 2014 Posted January 12, 2014 There needs to be a restriction in the script searching for attackers. I mean, I'm fighting with 3 bandits. 3 rapes, ok. But then my char is raped by random bandit whom I've never seen, then another.... and then by a bear. Seriously, now. Hey ! You've lost ! Be grateful not dying and wait they are all tired ravaging you, then escape ! Well, actually you could also reduce the time of sex animations but that wouldn't be funny !
igora Posted January 12, 2014 Posted January 12, 2014 Hey ! Fantastic work ! I have a problem... I am bound and my aggressor is dead... How can I get free ? Now it's "100% chance of being noticed ... You scored X%" How do I free myself ? Thx Regards, Igora
Ashra XIII Posted January 12, 2014 Posted January 12, 2014 There needs to be a restriction in the script searching for attackers. I mean, I'm fighting with 3 bandits. 3 rapes, ok. But then my char is raped by random bandit whom I've never seen, then another.... and then by a bear. Seriously, now. Hey ! You've lost ! Be grateful not dying and wait they are all tired ravaging you, then escape ! Well, actually you could also reduce the time of sex animations but that wouldn't be funny ! This was happening to me when I had the radius set to 500.. it was pulling bandits and animals that had never been involved in the fight into the after-battle rape party. it was like they were calling up their friends and inviting them over for sexytimes. I lowered the radius down to 250 and that happens less frequently.
xboronx Posted January 12, 2014 Posted January 12, 2014 Hey ! Fantastic work ! I have a problem... I am bound and my aggressor is dead... How can I get free ? Now it's "100% chance of being noticed ... You scored X%" How do I free myself ? Thx Regards, Igora Just use the submit key, you will try to free yourself then. By default it is NP7. You will have to try a couple of times probably, but eventually you will get free, minimum chance is 10% per attempt. This was happening to me when I had the radius set to 500.. it was pulling bandits and animals that had never been involved in the fight into the after-battle rape party. it was like they were calling up their friends and inviting them over for sexytimes. I lowered the radius down to 250 and that happens less frequently. Hehe, it's the for free curse. Who can resist free gifts
Anonymous Posted January 12, 2014 Posted January 12, 2014 There needs to be a restriction in the script searching for attackers. I mean, I'm fighting with 3 bandits. 3 rapes, ok. But then my char is raped by random bandit whom I've never seen, then another.... and then by a bear. Seriously, now. Hey ! You've lost ! Be grateful not dying and wait they are all tired ravaging you, then escape ! Well, actually you could also reduce the time of sex animations but that wouldn't be funny ! But a bear or a sabre cat?
dje34 Posted January 12, 2014 Posted January 12, 2014 There needs to be a restriction in the script searching for attackers. I mean, I'm fighting with 3 bandits. 3 rapes, ok. But then my char is raped by random bandit whom I've never seen, then another.... and then by a bear. Seriously, now. Hey ! You've lost ! Be grateful not dying and wait they are all tired ravaging you, then escape ! Well, actually you could also reduce the time of sex animations but that wouldn't be funny ! But a bear or a sabre cat? They heard some nice 'music' and came to enjoy the 'party' !
dkatryl Posted January 12, 2014 Author Posted January 12, 2014 There needs to be a restriction in the script searching for attackers. I mean, I'm fighting with 3 bandits. 3 rapes, ok. But then my char is raped by random bandit whom I've never seen, then another.... and then by a bear. Seriously, now. Hey ! You've lost ! Be grateful not dying and wait they are all tired ravaging you, then escape ! Well, actually you could also reduce the time of sex animations but that wouldn't be funny ! Also, people might not be aware, but if you wait until the scene starts, you can push the hotkey to abort that sex scene, move on the next one(s). I built that in for myself for the ad nauseum testing I was doing, but left it in because it could be useful. (Also in case for some reason it tries to trigger a scene with something with no valid animations, it might unstick you)
muuh Posted January 12, 2014 Posted January 12, 2014 Is there some visual queue when you use your action? I tried sneeking next to someone who is sleeping and im using several keybindings but the action will never start. I have the same problem during combat.
dysfunkshunal Posted January 12, 2014 Posted January 12, 2014 I'm sure this was probably already asked before in the 155 pages of this thread, but is SexLab Romance reduntant with this mod? Can I do everything SexLab Romance does with this mod active, and therefore just completely delete SexLab Romance? I'm pretty sure I saw redundant sex dialogue (e.g. two different text options of initiating consensual sex with an NPC).
dysfunkshunal Posted January 12, 2014 Posted January 12, 2014 Sorry for the double post, but this is an issue directly related to the plugin that I just discovered: I updated to the Jan. 11th (newest) version, and I started my game where my PC was in a situation with some tough bandits. The bandit leader can kill her with one hit, but I have 'Auto Surrender' on, so she just drops to her knees. After she stands up again from her stagger, the NPC bandit punches her a few times, then my PC staggers again and falls to her knees. After the stumbling animation.... death.I've tried three times in a row, each time the same result. Death after a few punches. Seems it was working correctly before the latest patch. Any ideas?
nutluck Posted January 12, 2014 Posted January 12, 2014 There needs to be a restriction in the script searching for attackers. I mean, I'm fighting with 3 bandits. 3 rapes, ok. But then my char is raped by random bandit whom I've never seen, then another.... and then by a bear. Seriously, now. Set the radius to the lowest level and it should fix that problem. Also I can see it as realistic. Imagine it like this. Bandits beat you down, start having their fun. One of them calls over to Bob just getting back from patrol. "How Bob look what we caught a nice piece of sweet meat, come have a taste." Bob runs over all excited and takes his turn, last of course. First turn goes to those that did the fighting. Seems reasonable to me.
nutluck Posted January 12, 2014 Posted January 12, 2014 There needs to be a restriction in the script searching for attackers. I mean, I'm fighting with 3 bandits. 3 rapes, ok. But then my char is raped by random bandit whom I've never seen, then another.... and then by a bear. Seriously, now. Hey ! You've lost ! Be grateful not dying and wait they are all tired ravaging you, then escape ! Well, actually you could also reduce the time of sex animations but that wouldn't be funny ! But a bear or a sabre cat? Hey some people really love their pets, even the pets that normally would happily eat them. Or maybe it is a bandit peace offering to the bear. Hey bear hump the hell out of this chick and then go sleep and stop eating our patrols.
nutluck Posted January 12, 2014 Posted January 12, 2014 I'm sure this was probably already asked before in the 155 pages of this thread, but is SexLab Romance reduntant with this mod? Can I do everything SexLab Romance does with this mod active, and therefore just completely delete SexLab Romance? I'm pretty sure I saw redundant sex dialogue (e.g. two different text options of initiating consensual sex with an NPC). Yeah for the most part, this mod pretty well covers PC as victim and PC on NPC seduction pretty well. So much so I don't think other mods for those two topics are needed. Especially when the seduction part of this mod is what is going to get expanded next.
nutluck Posted January 12, 2014 Posted January 12, 2014 Sorry for the double post, but this is an issue directly related to the plugin that I just discovered: I updated to the Jan. 11th (newest) version, and I started my game where my PC was in a situation with some tough bandits. The bandit leader can kill her with one hit, but I have 'Auto Surrender' on, so she just drops to her knees. After she stands up again from her stagger, the NPC bandit punches her a few times, then my PC staggers again and falls to her knees. After the stumbling animation.... death. I've tried three times in a row, each time the same result. Death after a few punches. Seems it was working correctly before the latest patch. Any ideas? If the levels are far enough apart and the bandit could punch your character 3 times and kill her then yeah it can happen. I really only noticed that happening with very low level characters though.
MacDakka Posted January 12, 2014 Posted January 12, 2014 There needs to be a restriction in the script searching for attackers. I mean, I'm fighting with 3 bandits. 3 rapes, ok. But then my char is raped by random bandit whom I've never seen, then another.... and then by a bear. Seriously, now. Hey ! You've lost ! Be grateful not dying and wait they are all tired ravaging you, then escape ! Well, actually you could also reduce the time of sex animations but that wouldn't be funny ! But a bear or a sabre cat? Personally, I blame Molag Bal.
dysfunkshunal Posted January 12, 2014 Posted January 12, 2014 If the levels are far enough apart and the bandit could punch your character 3 times and kill her then yeah it can happen. I really only noticed that happening with very low level characters though. According to the changelog for the newest version, this should not be the case, since the setinvulnerable flag was extended. It says it in the beginning of the very first post. No worries, though. I'll just go with surrending for now, so I can keep role playing my experiences! Another thing I'm noticing is that, after the NPC bandit has his way the first time with my PC after a surrender, he becomes non-hostile... to the point that when I escape my binds and just walk up to him, he just says, "Need something?". Even after I start punching the shit outta him, he doesn't retaliate. Also, after he has his way with my PC, he NEVER walks away. He just stands there like a retard, saying "Need something?" or "You better put on some clothes". Aren't they supposed to go back to aggro mode?
nutluck Posted January 12, 2014 Posted January 12, 2014 If the levels are far enough apart and the bandit could punch your character 3 times and kill her then yeah it can happen. I really only noticed that happening with very low level characters though. According to the changelog for the newest version, this should not be the case, since the setinvulnerable flag was extended. It says it in the beginning of the very first post. No worries, though. I'll just go with surrending for now, so I can keep role playing my experiences! Another thing I'm noticing is that, after the NPC bandit has his way the first time with my PC after a surrender, he becomes non-hostile... to the point that when I escape my binds and just walk up to him, he just says, "Need something?". Even after I start punching the shit outta him, he doesn't retaliate. Also, after he has his way with my PC, he NEVER walks away. He just stands there like a retard, saying "Need something?" or "You better put on some clothes". Aren't they supposed to go back to aggro mode? When you updated to the new version which I haven't yet. Did you do a clean save/install? If not sometimes settings can be left over from the previous version and can cause weird little issues like that. Same with a lot of mods.
CtrlShiftN Posted January 13, 2014 Posted January 13, 2014 Deleted - Removed ActorAssailant3-6 Alias slots Does this mean animations involving more than two attackers are impossible?
nutluck Posted January 13, 2014 Posted January 13, 2014 Deleted - Removed ActorAssailant3-6 Alias slots Does this mean animations involving more than two attackers are impossible? I believe so yes.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now