MonaBabii Posted January 14, 2014 Posted January 14, 2014 Here's my log: PapyrusSUBMIT.0.rar Steps from load to exit: Loaded my game, an auto-save made by walking out of Solitude. Waited for slightly more than 2 minutes outside the gate for everything to settle, then hopped on my horse and rode past the carriage point up the hill to make sure no guards would attack my bandit. Opened the console, 'help bandit' - 'player.placeatme <banditChiefID>', close. Let the bandit chief beat me down to 0 until the bleedout state, then "Your wounds are mortal" message showed up, I died, and auto-loaded. Opened the MCM window to take the screenshot below, which displays my personal "victim" options plus highlights the typo I was talking about where it would probably need a "be" there ("Sets how large of a radius will 'be' checked for valid targets in order to surrender"), then quit the game. Screenshot:
nutluck Posted January 14, 2014 Posted January 14, 2014 stuff Yeah load up a game with Papyrus running, wait till submit fails to work. Then go zip the log 0 (which is the most recent log) and post it here. Dkatryl might be able to see where the issue is. Though it honestly sounds like it is not getting reset which is strange. Have you tried making a brand new character and trying it? I say this cause I have read it is possible for saves to get messed up with some mods and nothing you can do to recover them. If you do a brand new character and it works fine then... then it might just be a hosed save, in which case you might not be able to do anything but start a new game.
nutluck Posted January 14, 2014 Posted January 14, 2014 Yeah you are getting different errors than I had. I don't know enough to help with reading other than saying yep I see errors and warnings in the log and that they are different than the ones I had. Hopefully someone else much better at reading papyrus logs can help figure out exactly what the log is telling you about what's going on.
MonaBabii Posted January 14, 2014 Posted January 14, 2014 Yeah, I don't know what 90% of that stuff means. The other 10% I can only assume lol... like there is a long list of things saying they are missing or something, that's probably from the dance of death thing -or- the Interesting NPCs which I uninstalled. Then there's compatibility checks from a couple/few mods trying to find compatible mods to apply "patches" on-the-fly for them but not finding them. And theeen... not sure. Everything works great in my game aside from this -one- feature of Submit (everything else including Manual submit works like a charm), and a mod called Angrim's Apprentice where it will give me some trouble in certain circumstances... but I did beat that mod's quest and saw pretty much everything there was to be seen, and the issues are not such a big deal either. With that I'm saying that it may seem like all of those errors in my log are screwing me over so bad, and were I to see something like that from someone that says they are crashing a lot I'd probably go like "Yeah no wonder!"... but out of complete ignorance lol. But nothing else is wrong with my game, so... yeah... I don't know. I don't wanna start the game yet again all over. If I must I'll just have to live without auto-submit lol D:
dkatryl Posted January 14, 2014 Author Posted January 14, 2014 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 Noted and will be fixed in the next update. Because yeah, typos and grammatical errors in the mod are just a big no-no. It could be the coolest mod around that works 100% bug free, but if you see typos and such, it just makes my eye twitch a little. Edit: Oh, that reminds me, need to upload the German version to the OP. Edit2: And done. Edit3: Not going to make a dedicated update pass just for this, but I did update the individual MCM translation file on the main page, along with the German versions. So it's up to grab for those that want to grab it before I get around to updating whenever.
dkatryl Posted January 14, 2014 Author Posted January 14, 2014 Here's my log: PapyrusSUBMIT.0.rar Steps from load to exit: Loaded my game, an auto-save made by walking out of Solitude. Waited for slightly more than 2 minutes outside the gate for everything to settle, then hopped on my horse and rode past the carriage point up the hill to make sure no guards would attack my bandit. Opened the console, 'help bandit' - 'player.placeatme <banditChiefID>', close. Let the bandit chief beat me down to 0 until the bleedout state, then "Your wounds are mortal" message showed up, I died, and auto-loaded. Opened the MCM window to take the screenshot below, which displays my personal "victim" options plus highlights the typo I was talking about where it would probably need a "be" there ("Sets how large of a radius will 'be' checked for valid targets in order to surrender"), then quit the game. Okay, sat down for a few minutes to catch up on the forum stuff for the evening, and I saw 525 total matches to the word 'Submit'. And most all of them are the same ones repeated: [01/14/2014 - 12:59:52AM] ERROR: Cannot access an element of a None array stack: [alias PlayerREF on quest _SLSubmit (14001826)]._slsubmittargetselect.RegisterActor() - "_SLSubmitTargetSelect.psc" Line 35 [Active effect 8 on (00000014)]._SLSubmitTargetSelectEffect.OnEffectStart() - "_SLSubmitTargetSelectEffect.psc" Line 12 [01/14/2014 - 12:59:52AM] ERROR: Cannot call GetActorRef() on a None object, aborting function call stack: [alias PlayerREF on quest _SLSubmit (14001826)]._slsubmittargetselect.RegisterActor() - "_SLSubmitTargetSelect.psc" Line 35 [Active effect 8 on (00000014)]._SLSubmitTargetSelectEffect.OnEffectStart() - "_SLSubmitTargetSelectEffect.psc" Line 12 Etc Etc Problem I am having with those errors is that the script that keeps getting called, '_SLSubmitTargetSelect', is one of the oldest scripts I have in there. It's attached to the PlayerRef Alias, and is based entirely on the script that resides in the Matchmaker code. Without that script, almost nothing works that isn't based on direct dialog driven events and the player attacks. Also, the RegisterActor() is a Sexlab Framework function, it isn't even one of mine. (Like I said, based on the Matchmaker code). And I know the Framework is properly defined in that script and in the PlayerRef properties. If that script legitimately didn't work, then it wouldn't work for anyone, so it makes me think that a save game got borked somehow, and it is resisting clean save attempts. Did you start a new game to test?
nutluck Posted January 14, 2014 Posted January 14, 2014 Yeah sadly I was thinking the same thing Dkatryl... ok not the same thing cause half of that made no sense. But I was starting to think it was a broken save, which sometimes happens. I know I once had that happen too, very annoying but at least when mine happened I wasn't to far in the game so wasn't a huge deal to start over.
MonaBabii Posted January 14, 2014 Posted January 14, 2014 I didn't try that no D: but argh, I guess I kinda have to test that lol. I was grasping tightly to the tiny possibility that you might have had a magical-pixie-dust covered hotfix of sorts before considering starting over D: but I guess I'll start over if anything just to check if it'll at least work there. Brb with the report.
dkatryl Posted January 14, 2014 Author Posted January 14, 2014 Yeah sadly I was thinking the same thing Dkatryl... ok not the same thing cause half of that made no sense. But I was starting to think it was a broken save, which sometimes happens. I know I once had that happen too, very annoying but at least when mine happened I wasn't to far in the game so wasn't a huge deal to start over. I haven't personally had a need to use it, but http://www.nexusmods.com/skyrim/mods/31724 could be worth a try. It's showing 1601 endorsements, so I guess a few people consider it to have been a help. If the save is potentially borked anyway, then making a copy of it and giving that cleaner mod a shot couldn't hurt. Edit: Hopefully, you were able to read that before starting the cart ride to Helgen. Edit2: Hrm, reading the desc a little closer, not sure that will actually do anything directly helpful with regards to this mod, but it might help out a lot of other things by removing a lot of bad references all around. Edit3: Oh, duh! TES5Edit can be used on saved games as well as on mods directly? Well, duh! Maybe try to disable Submit, go through the clean save attempt process, get a save file made without the mod loaded, then run TES5Edit on it, try to remove errors. Edit4: Hrm, maybe I got hasty with Edit3's excitement, and misread this page I found on a google search. Not sure if you can do what I thought. That, or I just can't find out how to do it.
nutluck Posted January 14, 2014 Posted January 14, 2014 yeah i will remember that IF I ever have a issue again. my saved broke was weeks ago, so I know what it is like. Since then I have been a lot more careful with how I install and uninstall mods and so far.... knock on wood... I have not had another broken save.
MonaBabii Posted January 14, 2014 Posted January 14, 2014 Back, and that is really sad D: auto-submit works in a new game >_< I don't wanna start all over lol I'll give that save cleaner mod a try see if it does anything. I don't know anything about TESSEDIT though... do I need that? Also, everything works wonderfully in my game, it's just the -one- feature in this mod D: That's not to say it's the mod's fault by any stretch, but I also don't really consider the save to be broken D:
WaxenFigure Posted January 14, 2014 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. Ok, since all dialogues are attached to quests then perhaps use Papyrus Utility (PU) to build a list of bandits to turn in. You could use PU to assign the follow package instead of the quest alias but also put the last one to submit into the quest alias so you can go back and abuse that one more, the rest will just have to tag along and be grateful they're not the last one any more. Then when you go to turn the bandits in you remove the one in the quest alias from the list created using PU and let the guard execute them, if there are more in the list you assign the next one to the alias so they can be turned in. Get too many following you and it could become a bit tedious and the guard may end up knee deep in corpses but that will help serve to limit the number of bandits you collect to turn in.
eyeballjones Posted January 14, 2014 Posted January 14, 2014 I'm having this problem where my surrender won't work. When I surrender the person just stands there after he punches me and then walks away without doing anything and I'm free. When I do this to guards they jail me and then the animation happens in jail but only I am present. The dialogue sex works fine though
nutluck Posted January 14, 2014 Posted January 14, 2014 Back, and that is really sad D: auto-submit works in a new game >_< I don't wanna start all over lol I'll give that save cleaner mod a try see if it does anything. I don't know anything about TESSEDIT though... do I need that? Also, everything works wonderfully in my game, it's just the -one- feature in this mod D: That's not to say it's the mod's fault by any stretch, but I also don't really consider the save to be broken D: yep kinda what I was afraid of. means your save is hosed. You can try the suggestions Dkatryl offered they might fix your save. If not your only choice is to restart. Cause once a save is hosed it tends to have stability issues and will start CTDing more and more the longer you play.
MonaBabii Posted January 14, 2014 Posted January 14, 2014 What would be the best way to avoid breaking my save files? And what would a perfect new game look like? Like... if I start a new game now with papyrus logging On, and I share that log with you guys, will you be able to tell if there are any errors right off the bat? If I ever start over I want to make sure the ~1500 hours or so I've so far put into Skyrim over the course of the game's life-span is put to some good use lol... like finally able to play a game without messing it up, for one D: Also DK, as you mentioned the no-no typos thing, not sure if you were being sarcastic or meant it if you did mean it, when I tried the new game and I was trying to release myself from the bounds, I noticed that the dice rolling debug messages also have a itty bitty tiny thing in them... I believe it's the second number you see in the phrase or something, when it says something about "rolled with number" (I have an extremely weak short term memory lol), there needs to be a space between "with" and the number. Try it yourself to get a more indepth view or what I'm talking about lol as I'm sure I must be making so little sense right now. At any rate, I just saved my game as per Save Cleaner's instructions, and gonna see if it works. Wish me luck D: though if it does work, holy molly wouldn't that be something to put within the best mods for skyrim of all time list Anyway brb. Edit: Welp D: didn't work >_< However I just had an epiphany, literally just as I was getting killed by the 20th or so bandit... I do not use NMM to install SexLab mods, as (at least in the past) some of them were not rightly tuned for NMM installation, so for consistency's sake I install everything manually. When you say "deactivate Submit from NMM", the only thing I can do for that is to actually deselect the .esp file and call that deactivated... but what if I was to actually remove the mod entirely ? I'll be back ready to slap my own face if it actually works.
nutluck Posted January 14, 2014 Posted January 14, 2014 I am to new to give you advice on the perfect way to install mods etc. I am still learning myself in that regard. We have reached about the point where my experience is at a end.
WaxenFigure Posted January 14, 2014 Posted January 14, 2014 What would be the best way to avoid breaking my save files? And what would a perfect new game look like? Like... if I start a new game now with papyrus logging On, and I share that log with you guys, will you be able to tell if there are any errors right off the bat? If I ever start over I want to make sure the ~1500 hours or so I've so far put into Skyrim over the course of the game's life-span is put to some good use lol... like finally able to play a game without messing it up, for one D: Also DK, as you mentioned the no-no typos thing, not sure if you were being sarcastic or meant it if you did mean it, when I tried the new game and I was trying to release myself from the bounds, I noticed that the dice rolling debug messages also have a itty bitty tiny thing in them... I believe it's the second number you see in the phrase or something, when it says something about "rolled with number" (I have an extremely weak short term memory lol), there needs to be a space between "with" and the number. Try it yourself to get a more indepth view or what I'm talking about lol as I'm sure I must be making so little sense right now. At any rate, I just saved my game as per Save Cleaner's instructions, and gonna see if it works. Wish me luck D: though if it does work, holy molly wouldn't that be something to put within the best mods for skyrim of all time list Anyway brb. Edit: Welp D: didn't work >_< However I just had an epiphany, literally just as I was getting killed by the 20th or so bandit... I do not use NMM to install SexLab mods, as (at least in the past) some of them were not rightly tuned for NMM installation, so for consistency's sake I install everything manually. When you say "deactivate Submit from NMM", the only thing I can do for that is to actually deselect the .esp file and call that deactivated... but what if I was to actually remove the mod entirely ? I'll be back ready to slap my own face if it actually works. Removing ALL the files for a mod is a must. Finding all those files when you have 200+ mods as I do would be impossible by hand because some of those mods install files that overwrite files from other mods so you not only have to remove the added files you need to restore the overwritten files. That's why I use Mod Organizer since it keeps all installed files from each mod completely separate and out of the vanilla game data folder and only makes them look like they are all in the main data folder when the game is running. Deselect a mod in MO and its files are no longer present and any files they overwrote are restored.
MonaBabii Posted January 14, 2014 Posted January 14, 2014 @WaxenFigure: Oh O.o and what's the catch with that? would I need to start a new game, or uninstall every mod and reinstall them? Either way thanks for the info. though, that does sound great, considering the following: @DK: It worked I just had to actually remove all Submit related files lol... I always just figured that by deselecting the .esp the mod just wouldn't be loaded and that would also mean the files... but I guess I was waaay off >_< ... Either way, the game now works like a charm at 100% again ! though 2 things to note: 1) I'm not exactly sure in what scenario would you have to use Save Cleaner to actually get yourself out of a nasty situation with a save file... but it didn't seem to do absolutely anything for me lol... That said, the mod did seem to remove a lot of things that I've no idea what they even are, so maybe at a technical point it did what you said, just cleaned other things? I dunno. 2) That other typo is still there ; when you are in the stage of tapping the Submit key to get yourself free of your bounds, the top message is missing a "space" between a "with" and a rolled number. Just figured I'd mention it since you're already fixing a typo for an update that has not yet arrived, might as well tackle this last one Anyway, thrilled that everything is good now and it just seemed silly that my save file would be broken when everything worked perfectly and was not even experiencing CTDs or anything... I guess it was just all 100% my fault lol apologies for taking you guys' time, but thanks a ton either way for helping . You included nutluck!
dkatryl Posted January 14, 2014 Author Posted January 14, 2014 2) That other typo is still there ; when you are in the stage of tapping the Submit key to get yourself free of your bounds, the top message is missing a "space" between a "with" and a rolled number. Just figured I'd mention it since you're already fixing a typo for an update that has not yet arrived, might as well tackle this last one The earlier one was stored in a string within the MCM translation file. I could edit/upload that to the main page. The rest of what you mentioned is a hard coded string within the script. That requires a recompile + .bsa update, so basically a full patch cycle for a typo. I'll fix it, but I'm not going to update over that.
dkatryl Posted January 14, 2014 Author Posted January 14, 2014 Removing ALL the files for a mod is a must. Finding all those files when you have 200+ mods as I do would be impossible by hand because some of those mods install files that overwrite files from other mods so you not only have to remove the added files you need to restore the overwritten files. That's why I use Mod Organizer since it keeps all installed files from each mod completely separate and out of the vanilla game data folder and only makes them look like they are all in the main data folder when the game is running. Deselect a mod in MO and its files are no longer present and any files they overwrote are restored. Fortunately, I make removing everything relatively easy. An .ESP and a .BSA, and that's basically the entire mod. Well, some MCM translation files, but without the .ESP, they are just glorified .txt files, so harmless.
LTD Posted January 14, 2014 Posted January 14, 2014 I was wondering if there are plans to have an option to allow the SexLab stripping preferences instead of just completely stripping the character? I kind of like the 'hasty' feel of just removing the garments covering the good bits, you know? Perhaps this could also include having gold and gear stolen after, as well, in the case of the PC as victim? On that note, maybe an option to only have items over a certain value stolen? Love the mod, by the way! XD
Ashra XIII Posted January 14, 2014 Posted January 14, 2014 So, I feel weird complaining about this after everything, as I know I was one of the people early on wishing for more bandit attention after the initial rape and bindings were done. However it seems in my experience that, with all the additions and changes which have been made to how the AI works, that the mod has swung completely in the opposite direction and basically become a 'bad end' if my character surrenders. I like the multiple bandits taking turns, and that the mod ropes them all in to make sure there aren't enemies just loitering around who don't get involved... all that is good and works well! What becomes the problem for me is, after I'm bound and now needing to get myself free, bandits are too easily able to detect me struggling and come in for more turns. Last night I actually quit my game in frustration after being so bound at the bottom of a hill. I would watch the bandit wander up the hill once he was done with me, crest the top and disappear over the other side. As soon as I started struggling (and rolled too high), he would warp all the way back over and take another turn... and this was with the radius turned down as low as I could get it (250 I believe). There's just no way he should have been aware of my struggling, and it essentially created a situation where I was going to be stuck there forever unless I got a super-lucky roll right off the bat. I don't want to go back to the old days, where a bandit would basically be patrolling right next to me while I struggled and never notice, but I think there has to be some middle ground of detection to prevent the player's progress from being completely halted. That is to say, unless it doesn't actually work like this for other people, and there's something wrong with my game. I suppose I'd accept that possibility as well.
DonQuiWho Posted January 14, 2014 Posted January 14, 2014 So, I feel weird complaining about this after everything, as I know I was one of the people early on wishing for more bandit attention after the initial rape and bindings were done. However it seems in my experience that, with all the additions and changes which have been made to how the AI works, that the mod has swung completely in the opposite direction and basically become a 'bad end' if my character surrenders. I like the multiple bandits taking turns, and that the mod ropes them all in to make sure there aren't enemies just loitering around who don't get involved... all that is good and works well! What becomes the problem for me is, after I'm bound and now needing to get myself free, bandits are too easily able to detect me struggling and come in for more turns. Last night I actually quit my game in frustration after being so bound at the bottom of a hill. I would watch the bandit wander up the hill once he was done with me, crest the top and disappear over the other side. As soon as I started struggling (and rolled too high), he would warp all the way back over and take another turn... and this was with the radius turned down as low as I could get it (250 I believe). There's just no way he should have been aware of my struggling, and it essentially created a situation where I was going to be stuck there forever unless I got a super-lucky roll right off the bat. I don't want to go back to the old days, where a bandit would basically be patrolling right next to me while I struggled and never notice, but I think there has to be some middle ground of detection to prevent the player's progress from being completely halted. That is to say, unless it doesn't actually work like this for other people, and there's something wrong with my game. I suppose I'd accept that possibility as well. I had noticed this too. The annunciating message after the failed escape roll seemed to match that which appeared at the very first defeat. so my perception of this was that the failed escape roll was maybe actually restarting the whole process from the beginning, rather than just as an integral part of the ongoing mod activity, under which the baddies were being called back. I turned the radius down too, but it didn't stop this happening quite regularly. Very regularly, actually. Quite enthusiastic, are my bandits. I too wondered if it was maybe just me that was seeing this, so I wasn't going to say anything really, until Ashra's comment appeared Anyone else seen this, and understand the real cause? If it's just a settings issue, would be nice to know how it can be avoided
dkatryl Posted January 14, 2014 Author Posted January 14, 2014 So, I feel weird complaining about this after everything, as I know I was one of the people early on wishing for more bandit attention after the initial rape and bindings were done. However it seems in my experience that, with all the additions and changes which have been made to how the AI works, that the mod has swung completely in the opposite direction and basically become a 'bad end' if my character surrenders. I like the multiple bandits taking turns, and that the mod ropes them all in to make sure there aren't enemies just loitering around who don't get involved... all that is good and works well! What becomes the problem for me is, after I'm bound and now needing to get myself free, bandits are too easily able to detect me struggling and come in for more turns. Last night I actually quit my game in frustration after being so bound at the bottom of a hill. I would watch the bandit wander up the hill once he was done with me, crest the top and disappear over the other side. As soon as I started struggling (and rolled too high), he would warp all the way back over and take another turn... and this was with the radius turned down as low as I could get it (250 I believe). There's just no way he should have been aware of my struggling, and it essentially created a situation where I was going to be stuck there forever unless I got a super-lucky roll right off the bat. I don't want to go back to the old days, where a bandit would basically be patrolling right next to me while I struggled and never notice, but I think there has to be some middle ground of detection to prevent the player's progress from being completely halted. That is to say, unless it doesn't actually work like this for other people, and there's something wrong with my game. I suppose I'd accept that possibility as well. Decreasing the binding strength, and/or increasing the, err, I believe Combat Bonus, will make it less likely that you get noticed on a failure. The default chance to get noticed is failing by > 25% + Combat Difficulty adjustment. So with a zero adjustment, that means > 25%. With a -25% adjustment, that means > 0% (Any failure, basically), and a +25% adjustment means > 50%, so you had to REALLY fail it to get noticed. Also, the binding strength slider. The lowest setting makes it 0% more difficult to succeed, and each tick up adds, I think 15% per tick, to a max of 60% harder at Master. This is to make so even the 100% skill in lockpicking can have a challenge if they want. I don't recommend it for low level characters. Finally, you can always temporarily uncheck the "Repeat" option. That will make them ignore failures entirely, and it will also not have it grab any extra bandits after the first two on the initial surrender. So, if you aren't in the mood for a long, drawn out session, uncheck that for the shortened version, turn it on for the full thing. Also, remember, all settings can be adjusted PER attempt. They are checked at the time of attempts, not at the time you are bound. So you can change it on the fly if desired.
dkatryl Posted January 14, 2014 Author Posted January 14, 2014 I had noticed this too. The annunciating message after the failed escape roll seemed to match that which appeared at the very first defeat. so my perception of this was that the failed escape roll was maybe actually restarting the whole process from the beginning, rather than just as an integral part of the ongoing mod activity, under which the baddies were being called back. I turned the radius down too, but it didn't stop this happening quite regularly. Very regularly, actually. Quite enthusiastic, are my bandits. I too wondered if it was maybe just me that was seeing this, so I wasn't going to say anything really, until Ashra's comment appeared Anyone else seen this, and understand the real cause? If it's just a settings issue, would be nice to know how it can be avoided I believe the range for the repeat while bound part (Whether due to critical failures or enough time has passed they just wanted another turn) is currently set to 250'. Originally, I had it set to only 100', and people were complaining about it ignoring bandits standing right next to them. Since I think a lot of that was LOS issues, I will probably add a lower range version for the repeat only (Not the initial surrender), taking it back to 100'. Not going to push an update just for that, since you can always use the MCM options to make it easier to succeed or just flat out toggle to suspect the repeat stuff if it's too much for now, but it will be part of the next update.
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