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Posted

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

Nothing immediate.

 

The player could be done, the ordering for things has to be changed to support it, but meh.  But, I don't like how the default Framework re-equips your gear IMMEDIATELY after the scene ends wthout any kind of transition.  So it would look kind of weird for the player to have their body slot stuff ripped off, then put back on, THEN stolen.  It's why I just have them rob you first.  I suppose there is probably thread control to prevent the victim from redressing, but meh, it seems a pretty trivial thing to work around when all of the stuff is getting stolen anyway.

 

So maybe, no promises.

 

The NPC can't be done, or else I can't have their gear available to take in the 'gift' window.  And that's more important to me than having their boots left on when I bang them. :P

Posted

 

 

 

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.

 

 

 

 

Both those posts made me understand a little better how the radius thingy works and about the length of each setting, me being the one asking for some sort of reference to the units in the future :P though I think that'd still be great xD

Either way, thanks! I was completely wrong about the radius thing, I thought it was a setting to tell how close the original aggressor had to be for the submit to even work, like if they were further away than the units length, then you wouldn't surrender to them but just downright die lol... but I guess I made that assumption based mostly on how my submit wasn't working properly :P

 

Cheers!

Posted

 

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.  :shy:    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.

 

 

Thanks for the very prompt responses, and making the mechanics easier to understand and adjust for.  Much appreciated.

 

 

Posted

Both those posts made me understand a little better how the radius thingy works and about the length of each setting, me being the one asking for some sort of reference to the units in the future :P though I think that'd still be great xD

Either way, thanks! I was completely wrong about the radius thing, I thought it was a setting to tell how close the original aggressor had to be for the submit to even work, like if they were further away than the units length, then you wouldn't surrender to them but just downright die lol... but I guess I made that assumption based mostly on how my submit wasn't working properly :P

 

Cheers!

Well, you aren't necessarily wrong about how the radius vs targets work.  It is a true statement that if you don't pick up any valid targets within the selected radius (250, 500, 750, 1000 units, depending on setting) then the manual/auto surrender will do nothing, including the death proofing (It will time out and then kill you if you drop to 0 health).

 

It was just in *YOUR* particular instance, you had an unhappy save, and is likely the case for most (if not all) of the others that have had various troubles getting manual and/or auto surrendering to work at all.  (Flukes happen, sure, but if it NEVER works, you probably are experiencing a save game / update hiccup that needs to be worked out.)

 

As to the radius and how much distance makes up a "unit", even official sites don't give concrete numbers, but to get an idea: The ENTIRETY of Helgen is between 250 and 500 units.  I can stand in the far corner of Helgen away from the tower (The same one you run up during the initial escape, when Alduin bursts his head through the wall so you can jump down to the one building), and there is always a bandit archer hanging out at the top.  When the surrender radius is set to 250 and I am at the FAR side of Helgen, he doesn't get picked up and stays hostile (And returns all of the bandits to hostile now).  If I set it to 500, he gets picked up.

 

I also have this sneaky suspicion that the "units" are almost logarithmic exponential and not linear.  I swear, it seems the larger the value, the distance seems to be far larger than you would expect for a purely linear increase.  I have nothing to support this other than my own (possibly drunken) observations, but either way, if the entirety of Helgen is between 250 and 500, then you can imagine why 1000 was grabbing random things from seemingly out of nowhere. :P

Posted

Also being one of those who wanted more than 2, I also am a bit hesitant to complain :)

 

But. I fought a bear and surrendered cuz I had to, I was about to DIE! Next thing I know, two trolls warp in and cut in front of the bear! I guess bears aren’t stupid. But to add insult to injury I had two bandits warp in to have their fun after the bear. When all was said and done I had no gear and no money. Turns out one of the trolls had taken it (I had some help from a wandering mage from Populated Roads).  

Posted

Just now I've seen some conflicts between Submit and Love Victims mods... Is iit normal, are the reasons known?

I've got installed Dangerously Naked as well, maybe I shoulda uninstall it?

Posted

Also being one of those who wanted more than 2, I also am a bit hesitant to complain :)

 

But. I fought a bear and surrendered cuz I had to, I was about to DIE! Next thing I know, two trolls warp in and cut in front of the bear! I guess bears aren’t stupid. But to add insult to injury I had two bandits warp in to have their fun after the bear. When all was said and done I had no gear and no money. Turns out one of the trolls had taken it (I had some help from a wandering mage from Populated Roads).  

Was this on the 250' setting?  If it was, then that means you had a bear, 2 trolls, and some bandits all hanging around in an area smaller than Helgen.

Posted

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. ^_^

 

This really hasn't been much of a issue for me, but then I mostly play rogue like characters with a pretty decent lock pick skill. Though can't you set the slide bonus up to just give you a +25% to get free and it makes them notice you less trying to escape?

 

Edit: I really need to learn to read the rest of the thread before posting. I see Dkatryl already mentioned this and in much better detail.

Posted

 

Well, you aren't necessarily wrong about how the radius vs targets work.  It is a true statement that if you don't pick up any valid targets within the selected radius (250, 500, 750, 1000 units, depending on setting) then the manual/auto surrender will do nothing, including the death proofing (It will time out and then kill you if you drop to 0 health).

 

It was just in *YOUR* particular instance, you had an unhappy save, and is likely the case for most (if not all) of the others that have had various troubles getting manual and/or auto surrendering to work at all.  (Flukes happen, sure, but if it NEVER works, you probably are experiencing a save game / update hiccup that needs to be worked out.)

 

As to the radius and how much distance makes up a "unit", even official sites don't give concrete numbers, but to get an idea: The ENTIRETY of Helgen is between 250 and 500 units.  I can stand in the far corner of Helgen away from the tower (The same one you run up during the initial escape, when Alduin bursts his head through the wall so you can jump down to the one building), and there is always a bandit archer hanging out at the top.  When the surrender radius is set to 250 and I am at the FAR side of Helgen, he doesn't get picked up and stays hostile (And returns all of the bandits to hostile now).  If I set it to 500, he gets picked up.

 

I also have this sneaky suspicion that the "units" are almost logerithmic and not linear.  I swear, it seems the larger the value, the distance seems to be far larger than you would expect for a purely linear increase.  I have nothing to support this other than my own (possibly drunken) observations, but either way, if the entirety of Helgen is between 250 and 500, then you can imagine why 1000 was grabbing random things from seemingly out of nowhere. :P

 

 

That is very interesting to know about the units and how far they cover in Helgen. That would explain early on when I had it set to 1000 which it was bring in wolves and everything else hostile from all around. *L*

 

I have since been playing around with it at 250 and 500 to see which I like better.

 

A thought and this is not a big deal and not worth a update for but perhaps when you do the next update. If 750 will go outside of any bandit camp/fort maybe change the 4 options to 200, 350, 500, 650. or maybe 200, 300, 400, 500. Since I think pretty much everyone (ok I am sure one person would be happy to pull the whole Hold in) if it just covered the fort/camp or what ever and that was it.

 

By lowering them to a smaller set it would allow people to fine tune more and not pull in creatures from outside the fort/camp

 

anyways just a thought and not worth doing a update or anything but maybe something to consider as fine tuning for when you do the next update. No rush at all. :)

 

Posted

By lowering them to a smaller set it would allow people to fine tune more and not pull in creatures from outside the fort/camp

 

anyways just a thought and not worth doing a update or anything but maybe something to consider as fine tuning for when you do the next update. No rush at all. :)

Was already planning on adding a 100 version.  Probably change them all to 100/200/300/400/500 versions, with 200 being the default. Considering 500 seemed to cover the entirey of Helgen (And probably then some), there is no reason to go beyond that.  It just asks for confusion when shit from nowhere shows up.

Posted

 

By lowering them to a smaller set it would allow people to fine tune more and not pull in creatures from outside the fort/camp

 

anyways just a thought and not worth doing a update or anything but maybe something to consider as fine tuning for when you do the next update. No rush at all. :)

Was already planning on adding a 100 version.  Probably change them all to 100/200/300/400/500 versions, with 200 being the default. Considering 500 seemed to cover the entirey of Helgen (And probably then some), there is no reason to go beyond that.  It just asks for confusion when shit from nowhere shows up.

 

 

I agree and that sounds good to me. Since from my playing around with it I think I would like mine set around 300-400 range. 250 seems a bit small for my tastes and 500 a bit big, so I keep flip flopping on which I use. :)

Posted

 

Also being one of those who wanted more than 2, I also am a bit hesitant to complain :)

 

But. I fought a bear and surrendered cuz I had to, I was about to DIE! Next thing I know, two trolls warp in and cut in front of the bear! I guess bears aren’t stupid. But to add insult to injury I had two bandits warp in to have their fun after the bear. When all was said and done I had no gear and no money. Turns out one of the trolls had taken it (I had some help from a wandering mage from Populated Roads).  

Was this on the 250' setting?  If it was, then that means you had a bear, 2 trolls, and some bandits all hanging around in an area smaller than Helgen.

 

 

Default setting - I'd restarted my level 14 base PC as a mage and was checking out other mods. Just found it humorous that natural enemies will cooperate to get some bootie ;)

Posted

As to the radius and how much distance makes up a "unit", even official sites don't give concrete numbers, but to get an idea: The ENTIRETY of Helgen is between 250 and 500 units.  I can stand in the far corner of Helgen away from the tower (The same one you run up during the initial escape, when Alduin bursts his head through the wall so you can jump down to the one building), and there is always a bandit archer hanging out at the top.  When the surrender radius is set to 250 and I am at the FAR side of Helgen, he doesn't get picked up and stays hostile (And returns all of the bandits to hostile now).  If I set it to 500, he gets picked up.

 

I also have this sneaky suspicion that the "units" are almost logerithmic and not linear.  I swear, it seems the larger the value, the distance seems to be far larger than you would expect for a purely linear increase.  I have nothing to support this other than my own (possibly drunken) observations, but either way, if the entirety of Helgen is between 250 and 500, then you can imagine why 1000 was grabbing random things from seemingly out of nowhere. :P

 

But... see... I have this mod installed called Dynamic Things. Amongst all the things it does it converts things like Firewood piles and static otherwise-unusable crates and barrels into usable containers... and let me show you a snapshot I just took from one of its tabs in the MCM screen:

 

 

 

fjO8s2e.jpg

 

 

 

Now that is the main reason for my confusion with "Units" as a unit of measurement... 250 Units is supposed to be the average Skyrim character's height o.o and the default on that setting is 2000, 2000 being something like... probably around 16 meters, a ~16 meters diameter (8 meters radius) with the PC at the center.

 

Now here's the logical conclusion, and apologies in advance if I sound rude D: but either:

1- Submit is taking measurements wrongly (the least probable imo), or...

2- Dynamic Things is... or...

3- The actual "Units" unit varies depending on what it's used for? (sounds backwards as hell but hey, it is Skyrim), OR...

4- The mod itself can set how "far" or "long" a unit is? Now this last option makes a little more sense when reading your theory about seemingly logarithmic increments. Though take all of these with a huge mountain of salt as I, as stated before several times :P have very little idea about modding.

 

So yeah D: confusion! confusion everywhere!

Posted

 

 

Also being one of those who wanted more than 2, I also am a bit hesitant to complain :)

 

But. I fought a bear and surrendered cuz I had to, I was about to DIE! Next thing I know, two trolls warp in and cut in front of the bear! I guess bears aren’t stupid. But to add insult to injury I had two bandits warp in to have their fun after the bear. When all was said and done I had no gear and no money. Turns out one of the trolls had taken it (I had some help from a wandering mage from Populated Roads).  

Was this on the 250' setting?  If it was, then that means you had a bear, 2 trolls, and some bandits all hanging around in an area smaller than Helgen.

 

 

Default setting - I'd restarted my level 14 base PC as a mage and was checking out other mods. Just found it humorous that natural enemies will cooperate to get some bootie ;)

 

You should see what happens with 500 while Populated Forts, Populated Roads and Random Travellers are active...

 

If my DB would've gotten a gold coin for every NPC that waited for his/her turn, she would've made  a tidy sum that afternoon. (Not even speaking about trying to get away... -.-

 

Yes, a radius of 100 would be awesome, lol.

Posted

I'm encountering a bug when i use submit on a female via dialog. 

If i convince her to give me a BJ as a male, it triggers the Estrus Tentacles on my character.

Any idea what could causing this? I thought it would be Actor Events (since Esturs needs it as far as i know), but after the update, nothing changed. 

I've encountered this problem before, but somehow fixed it. Now its back. 

 

I've updated nearly every mod now i was able to find, but still nothing. 
Deactivating Estrus/Estrus Chaurus changed nothing also.

 

I thought something might have changed the animation in the Data folder, but i've disabled LoversHook for a moment and checked all animations with a different mod. Everything is working fine there.

 

Modlist:

 

 

Skyrim.esm=1
Update.esm=1
Dawnguard.esm=1
HearthFires.esm=1
Dragonborn.esm=1
ApachiiHair.esm=1
RaceCompatibility.esm=1
actorEvents.esm=1
EB-Races.esm=0
ElinRace.esm=1
ElinRaceTaint.esm=1
Schlongs of Skyrim - Core.esm=1
SexLab.esm=1
SexLabAroused.esm=1
ZaZAnimationPack.esm=1
Devious Devices - Assets.esm=1
Unofficial Skyrim Patch.esp=1
Unofficial Dawnguard Patch.esp=1
Unofficial Hearthfire Patch.esp=1
Unofficial Dragonborn Patch.esp=1
HighResTexturePack01.esp=1
HighResTexturePack02.esp=1
HighResTexturePack03.esp=1
Malachit zu Vulkanglas.esp=1
RaceCompatibilityUSKPOverride.esp=1
USKP Patcher for RaceCompatibility.esp=1
Unofficial High Resolution Patch.esp=1
StaticMeshImprovementMod.esp=1
StaticMeshImprovementMod-DragonbornTernFix.esp=1
StaticMeshImprovementMod-FurnitureChestSnowFix.esp=1
AMatterOfTime.esp=1
BeeingFemale.esp=1
DangerousNights1.0.esp=1
elin new body.esp=1
LoversHook.esp=1
LoversVictim.esp=1
MF_RadiantProstitution.esp=1
MilkModNEW.esp=1
SexLabSquirt.esp=1
SexLabNudeCreatures.esp=1
SexLabDefeat.esp=1
RaceMenu.esp=1
RaceMenuPlugin.esp=1
RaceMenuMimic.esp=1
RaceMenuOverlays.esp=1
SkyUI.esp=1
Enhanced 3rd Person Camera.esp=1
3D_Meshed_PubicHair.esp=1
Devious Devices - Integration.esp=1
Remodeled Armor - Vanilla Replacer.esp=1
Remodeled Armor - Vanilla Replacer - Dawnguard.esp=1
Remodeled Armor - Vanilla Replacer - Dragonborn.esp=1
SummonElinRing.esp=1
TERAArmors_CBBE.esp=1
WaterArrows.esp=1
WaterArrowsAndBolts.esp=1
buildablehouse.esp=1
Devious Deviants.esp=1
sanguinesDebauchery.esp=1
SDpatch - dawnguard.esp=1
SDpatch - dragonborn.esp=1
SDpatch - frostfall.esp=1
YourMarketStall.esp=1
ImmersiveFP.esp=1
Schlongs of Skyrim.esp=1
SOS - VectorPlexus Muscular Addon.esp=1
SOS - VectorPlexus Regular Addon.esp=1
SOS - Smurf Average Addon.esp=1
SexLab Submit.esp=1
SexLabWorkingGirl.esp=1
dD - Enhanced Blood Main.esp=1
dD-Dragonborn-Dawnguard-EBT Patch.esp=1
xazPrisonOverhaul.esp=1
zzEstrus.esp=1
EstrusChaurus.esp=1
Unique Region Names - Dragonborn.esp=1
Drinking Fountains of Skyrim.esp=1
EnhancedLightsandFX.esp=1
ELFX - Exteriors.esp=1
ELFX - Dawnguard.esp=1
ELFX - Dragonborn.esp=1
RealisticNeedsandDiseases.esp=1
RND_Dawnguard-Patch.esp=1
RND_HearthFires-Patch.esp=1
RND_Dragonborn-Patch.esp=1
RND_DrinkingFountains-Patch.esp=1
RND_USKP-Patch.esp=1
WerewolfMastery.esp=1
Werewolves.esp=1
HentaiCreatures.esp=0
The Dance of Death - Ultimate Edition.esp=1
ArcheryDummyXP.esp=1
SexLab Cumshot.esp=1
AzarHairPonyTail 03 - Havok.esp=1
Brows.esp=1
ElinRace__zzNewseaHairs2.esp=1
ElinRace__zzSimsHair.esp=1
MikuHairElin.esp=1
BMatera.esp=1
Matera.esp=1
UFO - Ultimate Follower Overhaul.esp=1
UFO - Dragonborn AddOn.esp=1
DwemerDroidCompanion.esp=1
Joshen23Y.esp=1
KhajiitChildren.esp=1
Spousetocustomhome.esp=1
NonEssentialChildren.esp=1
Alternate Start - Live Another Life.esp=1
CharacterMakingExtender.esp=1
dD - Realistic Ragdoll Force - Realistic.esp=1
EB-Gender.esp=0
ElinRace - Use Monli custom BBP Body.esp=1
EnhancedCharacterEdit.esp=1
WATER.esp=1
WATER Plants.esp=1
WATER DG.esp=1
WATER DB Waves.esp=1
RND_Water-Patch.esp=1
DudestiaMultiMarriages.esp=1
Unique Region Names.esp=1
ElinRace_ApachiiHair_1-5.esp=1
ElinmageFollowersVanilla.esp=1
ElinRace NewNPC.esp=1
ElinRace NPC.esp=0
BipedSlots.esp=0
SexLabWerewolves.esp=1
Alternate Start - Live A Deviant Life.esp=1
SexLabArousedAnimations.esp=1
CerinianFox.esp=1
WearablePubes.esp=1
Gri_BeastFeet.esp=1
Craftable_Hair_groin.esp=1
Khajiit Marriage And Follower Mod 2-2.esp=1

 
If you know something that might conflict with Submit, please let me know.

 
Posted

 

I'm encountering a bug when i use submit on a female via dialog. 

If i convince her to give me a BJ as a male, it triggers the Estrus Tentacles on my character.

Any idea what could causing this? I thought it would be Actor Events (since Esturs needs it as far as i know), but after the update, nothing changed. 

I've encountered this problem before, but somehow fixed it. Now its back. 

 

I've updated nearly every mod now i was able to find, but still nothing. 

Deactivating Estrus/Estrus Chaurus changed nothing also.

 

I thought something might have changed the animation in the Data folder, but i've disabled LoversHook for a moment and checked all animations with a different mod. Everything is working fine there.

 
If you know something that might conflict with Submit, please let me know.

Modlists, by and large, are useless to me, mainly because I probably don't use half of the mods in the list.  That said:

 

sslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, "Oral")

 

That is what determines the Oral sex animations.  I don't use Estrus or any of its variants, but it is possible that some animation from that gets classified as "Oral".

Posted

Now that is the main reason for my confusion with "Units" as a unit of measurement... 250 Units is supposed to be the average Skyrim character's height o.o and the default on that setting is 2000, 2000 being something like... probably around 16 meters, a ~16 meters diameter (8 meters radius) with the PC at the center.

 

Now here's the logical conclusion, and apologies in advance if I sound rude D: but either:

1- Submit is taking measurements wrongly (the least probable imo), or...

2- Dynamic Things is... or...

3- The actual "Units" unit varies depending on what it's used for? (sounds backwards as hell but hey, it is Skyrim), OR...

4- The mod itself can set how "far" or "long" a unit is? Now this last option makes a little more sense when reading your theory about seemingly logarithmic increments. Though take all of these with a huge mountain of salt as I, as stated before several times :P have very little idea about modding.

 

So yeah D: confusion! confusion everywhere!

http://www.creationkit.com/Unit

 

Oh, confusion is understood.  That is the official info on Units.  Notice how vague it is?  The chart is a VERY rough approximation.  Also, notice the graph, the 256 vs 512?  The 512 is clearly more than double the length than the 256, and that, plus my testing in Helgen, is what makes me suspicious that the value of units tends to be slightly exponential (I said logarithmic in an earlier post.  Doh!) and not linear.

 

Anyway, http://www.creationkit.com/Magic_Effect

 

Cloak 1: A spell representing the Cloak's damage effect. While this spell is active, casts the Cloak's damage effect spell on all targets in the area. Note: the <MAG> of the Cloak effect is not the damage (which is determined by its 1: spell) but the radius within which the cloak attacks targets.

 

It's pretty straight forward.  You put a value in, it's the radius of the Cloak.

Posted

 

 

I'm encountering a bug when i use submit on a female via dialog. 

If i convince her to give me a BJ as a male, it triggers the Estrus Tentacles on my character.

Any idea what could causing this? I thought it would be Actor Events (since Esturs needs it as far as i know), but after the update, nothing changed. 

I've encountered this problem before, but somehow fixed it. Now its back. 

 

I've updated nearly every mod now i was able to find, but still nothing. 

Deactivating Estrus/Estrus Chaurus changed nothing also.

 

I thought something might have changed the animation in the Data folder, but i've disabled LoversHook for a moment and checked all animations with a different mod. Everything is working fine there.

 
If you know something that might conflict with Submit, please let me know.

Modlists, by and large, are useless to me, mainly because I probably don't use half of the mods in the list.  That said:

 

sslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, "Oral")

 

That is what determines the Oral sex animations.  I don't use Estrus or any of its variants, but it is possible that some animation from that gets classified as "Oral".

 

I guess i figured it out.

I thought i had disabled LoversHook, but somehow it was reactivating all the time. Unchecked it in the Modlist and tested it again. Now it doesnt trigger that Estrus animation. 

Im going to leave this here, if someone is encountering a similiar problem. Gonna post it on the LoversHook thread too.

Im terribly sorry i had to bother you with this.

 

 

Posted

On the subject of cloak radius and such, I had said earlier that 250 units wasn't quite enough to nab the archer at the top of the tower on the far side of Helgen, but 500 units was?

 

I changed the options from 100, 200, 300, 400, 500 (300 will be the new default), and tried out 300?  300 was enough to nab the archer.

 

So that means between 250 and 300 units is a large enough radius to cover basically the entirety of Helgen.  And remember, that's *RADIUS*, which means the total diameter of the cloak spell with a setting of 300 is equal to roughly TWO Helgens. :blink:

 

So, yeah, no wonder the 1000 was pulling stuff from across the world. :P

Posted

frost trolls doesnt seem to work in submit, normal trolls does..

Hrm, I'll give it a look.  If they are considered a different species (Which, given this report, I would have to assume they are), then I will add them to the list of Sentient Creatures.

 

Again, that will just be part of the next update whenever.

Posted

On the subject of cloak radius and such, I had said earlier that 250 units wasn't quite enough to nab the archer at the top of the tower on the far side of Helgen, but 500 units was?

 

I changed the options from 100, 200, 300, 400, 500 (300 will be the new default), and tried out 300?  300 was enough to nab the archer.

 

So that means between 250 and 300 units is a large enough radius to cover basically the entirety of Helgen.  And remember, that's *RADIUS*, which means the total diameter of the cloak spell with a setting of 300 is equal to roughly TWO Helgens. :blink:

 

So, yeah, no wonder the 1000 was pulling stuff from across the world. :P

 

Damn lol... So what does this mean for a value of 100? isn't 100 still too much? then?

As for the graph you showed me, that confuses me even further lol... it says that 250 units is a little "higher" than a giant... but if you were to put a giant on its back... that hardly equals the length of Helgen from end to end :/

Posted

Damn lol... So what does this mean for a value of 100? isn't 100 still too much? then?

As for the graph you showed me, that confuses me even further lol... it says that 250 units is a little "higher" than a giant... but if you were to put a giant on its back... that hardly equals the length of Helgen from end to end :/

Yeah, I used the same line of thought regarding giants and 250 units, and figured 1000 was just fine.

 

And you know where that went. :P

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