WaxenFigure Posted January 13, 2014 Posted January 13, 2014 ... Then we get to the only actual error I see (Saw the same one twice): [01/12/2014 - 07:07:26PM] Error: Cannot call Surrender() on a None object, aborting function call stack: [Active effect 1 on (00000014)]._SLSubmitAutoSurrenderEffect.OnEnterBleedout() - "_SLSubmitAutoSurrenderEffect.psc" Line 72 Now, the problem with this error is: _SLFunctions.Surrender()Has no argument to directly pass, so there is no reason for it to say a none object. And the function itself: Function Surrender() If (_SLConfig.Range == 1000) _SLSubmitSurrender1000.Cast(PlayerRef) ElseIf (_SLConfig.Range == 750) _SLSubmitSurrender750.Cast(PlayerRef) ElseIf (_SLConfig.Range == 500) _SLSubmitSurrender500.Cast(PlayerRef) Else _SLSubmitSurrender250.Cast(PlayerRef) EndIf EndFunctionThose are all very much defined within the script's properties. PlayerRef is ALWAYS the player, and those spells are ALWAYS the same spells. There is no way that I can see where any argument can be considered to be a None, as they are all fully defined, unless the papyrus took a crap for some reason and forgot how to read. Then again, you have script remnants shown in those warnings, so who knows. The error is not about a call to a function without parameters, the error is that in this case _SLFunctions == NONE so it can't be used to call the Surrender function. Don't know if that helps tracing the problem or not, the other errors indicate a need for a clean save and this error may just be a direct result of those earlier errors but I thought I should make sure you understood why that error occurred. Edit: I see he did the clean save and everything is working now. Leaving the rest of this alone because it still helps in the decoding of why an error occurred.
zupra Posted January 13, 2014 Posted January 13, 2014 btw if starting a fight with the guard ( i got caught pickpocketing and decided to fight) and when auto submit kicks in you end up air humping in a jail. Also if i use submit to an enemy nothing happens he just turns friendly. Could it be because of the gag?
dkatryl Posted January 13, 2014 Author Posted January 13, 2014 The error is not about a call to a function without parameters, the error is that in this case _SLFunctions == NONE so it can't be used to call the Surrender function. Don't know if that helps tracing the problem or not, the other errors indicate a need for a clean save and this error may just be a direct result of those earlier errors but I thought I should make sure you understood why that error occurred. Edit: I see he did the clean save and everything is working now. Leaving the rest of this alone because it still helps in the decoding of why an error occurred. Fair enough, right idea, wrong track. Because either way, _SLFunctions is fully defined (or else it wouldn't work for me at all!), so the NONE error did not make sense. So, yep, looks like a case of a dirty save with remnants, and the issue was cleared with the clean save.
dkatryl Posted January 13, 2014 Author Posted January 13, 2014 btw if starting a fight with the guard ( i got caught pickpocketing and decided to fight) and when auto submit kicks in you end up air humping in a jail. That's how you earn parole, obviously.
CGi Posted January 13, 2014 Posted January 13, 2014 Probably not for some time. The next planned update will revolve around trying to add in some of the voiced responses as much as possible using whatever resources are available on the custom voiced NPCs, a process that will probably be a bit slow going to start, and I don't plan on even starting ot it until this weekend or so. (I'm giving Arkham Origins a second play through, so whenever I finish that in my evenings. ) if that's the case: SexLab Submit German 2014.01.11 installation: Manual: Just unpack into the games data dir and overwrite when prompted. NMM: Just install as normal but don't choose update when prompted. Wrye: install like any other mod. MO: install into the already existing mod and choose merge or into a new mod, but load the new mod after the english Submit mod. Only for version 2014.01.11. Don't use with any older or newer version. Attachements deleted as they are now attached to the OP. Thx dkatryl.
dkatryl Posted January 13, 2014 Author Posted January 13, 2014 Will update the OP with the files tonight.
Mr.Friendly Posted January 13, 2014 Posted January 13, 2014 Really nice mod, but could you do it so the submit shout is in the shout menu instead of a different button? So you can just equip it when you want. ^^
dkatryl Posted January 13, 2014 Author Posted January 13, 2014 Really nice mod, but could you do it so the submit shout is in the shout menu instead of a different button? So you can just equip it when you want. ^^ Short answer: No Long answer: NooooooOOOOOOOOOOOOOOOOOooooooooooooooooooo!
Guest Posted January 13, 2014 Posted January 13, 2014 Not sure if this has been asked already, but here goes: When you have a prisoner in tow (Submit > Turn you in for a bounty) and you tell them to wait until you get back, how long do they wait there? Is there a way to set this to indefinitely? Again, my apologies if this has been asked, I just can't bring myself to read 157 of pages looking for it. Thanks in advance!
dkatryl Posted January 13, 2014 Author Posted January 13, 2014 Not sure if this has been asked already, but here goes: When you have a prisoner in tow (Submit > Turn you in for a bounty) and you tell them to wait until you get back, how long do they wait there? Is there a way to set this to indefinitely? Again, my apologies if this has been asked, I just can't bring myself to read 157 of pages looking for it. Thanks in advance! It basically *is* indefinitely. They are set to a different alias slot, dedicated to the bounty waiting. They remain there unless: You tell them to follow again. You go get *another* bounty and then tell *them* to wait. Then the first gets pushed out of that slot. Although they would likely still be stuck in the kneeling/hogtied position (The latter if you use Zaz) You kill them yourself.
Sunnstor Posted January 13, 2014 Posted January 13, 2014 Just a suggestion for future updates (In case this has not been mentioned before: The possibility to deactivate the "Binding" feature for creatures, so that the Skyrim Spiders are not able to tie people with ropes . Good work, having trouble to keep up with the update speed .
dkatryl Posted January 13, 2014 Author Posted January 13, 2014 Just a suggestion for future updates (In case this has not been mentioned before: The possibility to deactivate the "Binding" feature for creatures, so that the Skyrim Spiders are not able to tie people with ropes . Good work, having trouble to keep up with the update speed . Non-Sentient Creatures, by default, don't tie you up. They don't steal gear, gold, or bind. After it's over, you should be able to get up and run away. This has always been the intent since I added creature support. There may have been random bugs or oversights along the way, but I am not aware of any for that in recent versions.
nutluck Posted January 13, 2014 Posted January 13, 2014 ... Then we get to the only actual error I see (Saw the same one twice): [01/12/2014 - 07:07:26PM] Error: Cannot call Surrender() on a None object, aborting function call stack: [Active effect 1 on (00000014)]._SLSubmitAutoSurrenderEffect.OnEnterBleedout() - "_SLSubmitAutoSurrenderEffect.psc" Line 72 Now, the problem with this error is: _SLFunctions.Surrender()Has no argument to directly pass, so there is no reason for it to say a none object. And the function itself: Function Surrender() If (_SLConfig.Range == 1000) _SLSubmitSurrender1000.Cast(PlayerRef) ElseIf (_SLConfig.Range == 750) _SLSubmitSurrender750.Cast(PlayerRef) ElseIf (_SLConfig.Range == 500) _SLSubmitSurrender500.Cast(PlayerRef) Else _SLSubmitSurrender250.Cast(PlayerRef) EndIf EndFunctionThose are all very much defined within the script's properties. PlayerRef is ALWAYS the player, and those spells are ALWAYS the same spells. There is no way that I can see where any argument can be considered to be a None, as they are all fully defined, unless the papyrus took a crap for some reason and forgot how to read. Then again, you have script remnants shown in those warnings, so who knows. The error is not about a call to a function without parameters, the error is that in this case _SLFunctions == NONE so it can't be used to call the Surrender function. Don't know if that helps tracing the problem or not, the other errors indicate a need for a clean save and this error may just be a direct result of those earlier errors but I thought I should make sure you understood why that error occurred. Edit: I see he did the clean save and everything is working now. Leaving the rest of this alone because it still helps in the decoding of why an error occurred. yeah it did the weird thing is that is exactly what I did when I updated to the newest version anyways. But apparently I didn't wait long enough when i turned submit off in the in game menu is my guess. because I did the same thing I always do and it always worked before and it worked when i did it again. Just that one time it didn't. Now I know for the future then I turn of submit with the menu to not save at once but let the game sit for a minute first and then save, making sure submit had time to turn off.
WaxenFigure Posted January 13, 2014 Posted January 13, 2014 Not sure if this has been asked already, but here goes: When you have a prisoner in tow (Submit > Turn you in for a bounty) and you tell them to wait until you get back, how long do they wait there? Is there a way to set this to indefinitely? Again, my apologies if this has been asked, I just can't bring myself to read 157 of pages looking for it. Thanks in advance! It basically *is* indefinitely. They are set to a different alias slot, dedicated to the bounty waiting. They remain there unless:You tell them to follow again. You go get *another* bounty and then tell *them* to wait. Then the first gets pushed out of that slot. Although they would likely still be stuck in the kneeling/hogtied position (The latter if you use Zaz) You kill them yourself. Low priority since its not a feature you really use yourself but now that you know how to assign packages without needing alais slots you could do away with the slots system and allow the DB to drag along a whole dungeons worth of prisoners if they want to put up with the nuisance.
MonaBabii Posted January 13, 2014 Posted January 13, 2014 Hey DK? I found two issues with the current version of Submit; one very tiny, a typo and the other is something that, well... it's not really all that much of a bother when one of two ways of submitting works fine, but still kinda bad D: 1- When you hover your mouse over the option to increase or decrease the radius (I think that's the option), the tooltip says something like "radius will checked", as if probably missing a "be" in there. Again this isn't big at all but figured someone who cares so much about their work and making it perfect would find even a typo annoying xD 2- Auto-submit doesn't work for me anymore D: Manual submit works great, even the Submit + DD plug-in works nicely there, but when it comes to the auto-submission, I get beat down, the Death-proof system kicks in perfectly (as in I don't die ) but then the aggressor/s keep attacking me. Like, it's not even a matter of they put their weapons away and then immediately re-aggro, they simply never stop aggroing it seems lol. The auto-submit worked fine with previous versions (I think the version I was using was the one previous to the new radius feature), though at this point I'm not really sure which versions worked fine and which didn't D: so many of them lol. Also if you do plan to put your hand down on to correct the typo I mentioned, it would be awesome if you could provide some sort of reference as to how far are 500 units or so. I've no idea D: but that's just a nitpick, I'm sure I could figure it out by just testing the settings. I can get in the game and grab a log if you need it! and thanks a ton in advance! P.S.: While I have no idea how far really is 500-750-1000 units, the feature seems to have helped when it comes to mage bandits and what not; In one of my tests I got beat down by a mage with some super fireballs. The mage wasn't -that- far away but I figured 500 units or so would be enough, however I immediately got the "your wounds are mortal message". When I retried, I set that radius to the max, and that helped, but then encountered the auto-submit issue mentioned above D: .... I'm guessing each unit is actually pretty tiny? At first I thought maybe a unit would equal a meter or something lol...
DonQuiWho Posted January 13, 2014 Posted January 13, 2014 2- Auto-submit doesn't work for me anymore D: Manual submit works great, even the Submit + DD plug-in works nicely there, but when it comes to the auto-submission, I get beat down, the Death-proof system kicks in perfectly (as in I don't die ) but then the aggressor/s keep attacking me. Like, it's not even a matter of they put their weapons away and then immediately re-aggro, they simply never stop aggroing it seems lol. The auto-submit worked fine with previous versions (I think the version I was using was the one previous to the new radius feature), though at this point I'm not really sure which versions worked fine and which didn't D: so many of them lol. See what Nutluck said upstream about fixing the autosurrender issue with a clean save. Had a similar problem, tried what he suggested, and his solution seems to have worked for me too. Hope that helps
josenightbreed Posted January 13, 2014 Posted January 13, 2014 The way this mod is maturing and progressing is awesome. Great job dkatryl
MonaBabii Posted January 13, 2014 Posted January 13, 2014 2- Auto-submit doesn't work for me anymore D: Manual submit works great, even the Submit + DD plug-in works nicely there, but when it comes to the auto-submission, I get beat down, the Death-proof system kicks in perfectly (as in I don't die ) but then the aggressor/s keep attacking me. Like, it's not even a matter of they put their weapons away and then immediately re-aggro, they simply never stop aggroing it seems lol. The auto-submit worked fine with previous versions (I think the version I was using was the one previous to the new radius feature), though at this point I'm not really sure which versions worked fine and which didn't D: so many of them lol. See what Nutluck said upstream about fixing the autosurrender issue with a clean save. Had a similar problem, tried what he suggested, and his solution seems to have worked for me too. Hope that helps Okay so, I went ahead and followed every step he made. Now when I go out and spawn a random bandit they don't continue to attack after I go into the bleedout pose, but a couple seconds after they sheath their weapons I get the "Your wounds are mortal" message x_x ... aren't bandits supposed to be in the "valid NPCs" that you can submit to category?
nutluck Posted January 13, 2014 Posted January 13, 2014 Yes they are valid, when you followed the steps I posted above. When you turned submit off in the in game menu did you let the game sit for a couple of minutes before saving and logging off again? If not it might not have had time to completely turn off. This is exactly what I did to fix it. Log into Skyrim open MCM menu, click the enable/disable button in submit to turn submit off, you should get a message saying it has been turned off. close menu, let game sit for a couple of minutes. save, log off skyrim. open nexus Mod Manager deactivate submit. close NMM log back into skyrim. let it sit for a couple of minutes check MCM menu and make sure submit is not listed, if it is repeat step one. save game, log off skyrim. open NMM activate submit close NMM log back into skyrim wait for submit to show back up in the MCM menu click enable mod in menu wait a couple of minutes save game. Then it should work, at least it fixed my problems and I was having similar problems like you. If you have tried that and it still doesn't work, then log into skyrim. Go to a spot and try to get submit to trigger. when it fails to work. log out of skyrim. go to your papyrus log, zip your most recent log(it will be 0 log) and then post it up here in a post so Dkatryl can take a look at it and see where the problem might be.
MonaBabii Posted January 13, 2014 Posted January 13, 2014 @nutluck: No I did not wait a couple of minutes at every step of the way. I'll try doing that now, thanks though at this point I'm very skeptical lol D: these manual work-arounds don't usually work for me D: Be back with a report or a log depending lol. Edit: I'm ready for step 2, having disabled Submit and waited a couple minutes, then saved and logged off. Right off the bat though something interesting to point out; I did not see a message saying Submit has been turned off. It's the same thing with the "auto-submit enabled/disabled!" message, not seeing them when I load games with Submit turned on. Maybe that's related? Anyway, going into step 2.
nutluck Posted January 13, 2014 Posted January 13, 2014 Honestly not sure but normally in the upper left there will be a short message saying it is turned on or off. easy to miss though if you are not looking. I forget the exact working but something about surrender.
MacDakka Posted January 13, 2014 Posted January 13, 2014 Just a suggestion for future updates (In case this has not been mentioned before: The possibility to deactivate the "Binding" feature for creatures, so that the Skyrim Spiders are not able to tie people with ropes . Good work, having trouble to keep up with the update speed . Non-Sentient Creatures, by default, don't tie you up. They don't steal gear, gold, or bind. After it's over, you should be able to get up and run away. This has always been the intent since I added creature support. There may have been random bugs or oversights along the way, but I am not aware of any for that in recent versions. That is what I thought, too. I was very surprised to see my sparkling new character (so theoretically no old script remnants to mess things up) getting raped by her very first troll only after the creature took all her gold, and then getting tied up to boot. In the end, though, I figured if the troll was intelligent enough to line up a dozen human skulls in a neat, obviously decorative way (Graywinter Watch for the home improvement win!), it was not a stretch to assume its having grasped the concept of hoarding shiny metal discs in your non-existing troll pockets, too. As well as understanding the worth of keeping around a naked, enjoyable female. /Edit: With spiders, I would even more understand their binding, because, hell, that's what spiders do, right? Little compulsive binding buggering bastards, they are ... /Even more important edit: Just to say it again what has been heard a hundred times before (but is as true as the first time): Grrreat mod and many thanks for keeping it going and even improving!
MonaBabii Posted January 13, 2014 Posted January 13, 2014 Honestly not sure but normally in the upper left there will be a short message saying it is turned on or off. easy to miss though if you are not looking. I forget the exact working but something about surrender. I was specifically looking for it since it's in one of the steps so it definitely didn't show up. Anyway. Followed all the steps, and when it came to the step where you reactivate Submit, if you're supposed to be seeing the mod "Disabled" in the MCM as you left it before deactivating it, then that's also different on my end; As soon as Submit was reactivated and showing in my MCM list, the mod was already active. I followed all the steps to the letter, waiting even a little more than needed, tweaking different settings, disabling and reenabling auto-submit (after the first attempt after the reactivation failed that is), placing Submit at the very top of my load order (did this because I remember one time very early in the mod's development you had to do this for the submit hotkey to work, maybe it had something to do with that here as well, but nope), and no luck. Manual submit works as usual, in fact everything works like a charm, except the auto-surrender. It is a step forward that I got the enemy to stop slashing at me even when I'm in the bleedout state, but no matter what, what happens after is that my wounds are mortal and I die, as if the enemy wasn't valid (I also tried modifying the creature support, tested with no support, limited and full support, and no change. I'm gonna go ahead and activate papyrus logging and post my log here. Also worth mentioning that since that one version of submit when auto-submit worked (I'm almost positive it was the version just before the introduction of the detection radius thingy feature), I have been updating the mod with each upgrade that has been coming out, however I have not tested Submit since that one old version because I have not been taken down yet, so I can't say for sure exactly which of the updates borke it for me, can just point the one version that I know the whole mod worked fine.
dkatryl Posted January 14, 2014 Author Posted January 14, 2014 Low priority since its not a feature you really use yourself but now that you know how to assign packages without needing alais slots you could do away with the slots system and allow the DB to drag along a whole dungeons worth of prisoners if they want to put up with the nuisance. Oh no, I use *this* particular feature all the time, especially on a low level character trying to scrounge up some startup cash. It's the *player* surrender half I don't use. As to the rest, yes and no. The dialog still makes a check for the alias slot(s) to determine if it even shows up. (Unless there is something like a 'HasAIPackage' check in the dialogs? Dunno) But in a round about way, sure, I guess you could have all of these guys attached to you so you have this string following you to town, then turn em in one by one if it came down to it? Or something silly like that.
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