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Posted

Yeah, something is seriously wrong. I get the same problem even without devious devices running (tested in a new game), including the armbinder message. I double checked to make sure the hotkey wasn't being used by anything else either.

 

I'd appreciate any insights any of you might have to offer here. Everything else seems to be working just fine, it's just this one issue (that I've found so far). I did a lot of testing as I installed things a bit at a time, but I could never figure this out. I figured it was just bad luck on the rolls at first, since everything else seemed to work properly with this mod. Now I'm just stumped.

I'm not sure if I read this correctly, but If you are getting an armbinder message, then you have some resource installed beyond Submit.

Posted

Ah yeah manually installing is fine until you want to remove the mod then often there is issues in my experience. It honestly sounds like if you are still getting the armband message that you have loose scripts floating around and/or you saved needs cleaned cause it keeps detecting things that was removed.

That is probably the case.  The Submit + DD thing takes some of my scripts, extracted them from the .BSA, made a few edits, then relies on the loose script installed in your /data/script folder to override the stock Submit.

 

Go into your /data/script folder and delete every script that has the naming convention: _SLSubmit####

 

Otherwise anything in there will try to override my .BSA.

 

If you are using the Submit + DD and experience issues, you should post in that thread.  I don't use that mod, nor did I make it.  I only made nominal support for the author to do what they do by structuring some of the scripts in a way that they could made a customized add-on to go with Submit for those interested.

Posted

 

 

From reading all the posts and stuff I am seriously starting to wonder if the unit size isn't different when it is indoors as opposed to outdoors.

Pretty much what I think as well. It seems as if when in-doors the Units are actually as long or short as the rough CK guides say. But when outdoors you have DK's test showing what you think you know about Units is thrown out the window lol.

Hrm, there could be some truth to this.  Not sure.

 

I could do some research into it, and if there seems to be something to it, it would be very easy to use a IsIndoors() or whatever the check is called to have 2 sets of radii.

I just had a major DERP! moment, when I realized I was overlooking something HUGELY obvious: GetDistance() console command! Duh! <_<

 

So, loading up my Helgen save, the same one that required a ~300 unit cloak spell to hit the guy on the far tower, I got the 6 bandits in front of me, hit the ~, then went through the 6 of then, using 'GetDistance Player' on each of them.  The closest ones were ~150-ish, and the farthest from me was a caster, hanging back a bit, and was around ~900-ish.  Now, comparing the distances returned to the chart shown on that CreationKit page on units, the values made absolute sense and were what I expected.

 

So, that brings me back to the value entered to set the radius of the cloak spell to use.  Why is a value of 25 allowing it to capture a bandit that was hanging out at ~900, and a value of 1000 allows it to capture a bandit from the far side of Skyrim it seems.  Something wonky seems to be going on with cloak spell radius, so I'll play with this some more, see if I can figure out what the results don't seem to match up to what is expected.

 

Edit: And then I go and test some more, and now, it seems to be requiring a larger radius in order to work (As in, 500 wasn't enough to grab that caster hanging back until I moved closer to her, which starts to support my original setting of 1000 as default), more in line with the one site.  Hurray for inconsistent results!  Meh, that's enough for one night.  I'll revisit this later. <_<

Posted

Err... that seems really strange, Not shocking as Skyrim seems at times a bit buggy.

 

Maybe cloak spells that are designed to effect more than one target resets the radius with each new target? Sounds messed up but that is the only thing that might give you the first results you had.

 

So if you radius is X and one bandit is in that range, then it checks for anyone allied to that bandit from the same radius center on the bandit then and keeps repeating until no allied NPC's are in range maybe?

 

Just thinking out loud cause if by some chance cloak spells works sorta like that then it could give very wildly different results then.

 

Because I have played with it on low range and had it pull in creatures and NPC's I KNOW would be further than 250. Like for example I hit that Grey what ever it is called fort near Whiterun with 250 on and from the gate entrance I pulled the whole fort or near enough there was like 6-7 bandits and at least one of those I know was on the opposite wall.

Posted

Great mod! I was wondering tho, if its possible to remove brawls from the Submit system? I am using Lovers Victim with this and when it starts the Arousal based brawl Submit eventually kicks in and someone you cant or shouldnt kill may take your stuff but will def take your money. I have brawl turned off for now but its a funny option and I would like to use it. Hopefully there is an easy way to use both mods fully.

Posted

Really, I just don't think you can get a reinstall of Skyrim to work without having to reinstall it... :P

 

I did get things to work after stripping everything out, verifying files through Steam, and putting the stuff I really want to use back in, and after using that save cleaner it even works in the game I was almost playing seriously. Thanks for all the help guys, I'd hoped to avoid all the extra labour, but then if I really wanted that I could always play Skyrim on xbox instead. Eeww...

 

It's a shame Devious Devices seems to conflict. I love the stuff in that mod, but the DD + Submit mod by Aelie is a little over the top for me (chastity belt EVERY time? Argh).

Posted

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

I'm still having this problem =(, Can anyone help me?

Posted

 

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

I'm still having this problem =(, Can anyone help me?

 

 

What version of the mod are you using?

You should probably enable papyrus logs, go in the game and get to a point where you should be submitting. That'll give the mod author a log of exactly what happened internally at that specific point in time.

 

That said, and coming from someone (me) who has had issues with the mod before and they are neither the mod or my fault but the game itself's, you should try reinstalling Submit. 

A page or two back there are a couple of posts detailing nicely how to do a clean reinstallation of the mod.

Posted

For the guards that happens because you are transported to jail by the main Skyrim script before sexlab can start. I am not sure there is anything that can be done about that.

 

As for the second is it everyone that just punches you out after a surrender and never does anything or only some people. I have noticed a few NPC's for some reason never will. Like one of the companions forget his name, tried several times and he just never does. But 99% of the NPC's work.

 

Need more details on the second part. Also you would be best to set your Papyrus up and then zip the log and post it up here. So people can see what errors you are getting.

Posted

I'm sorry, but have to report CTD's with your newest version 11JAN14. I have installed fresh new Skyrim, started a new game (several times) and after I used "There is something I want to discuss with you" line and NPC agreed (been seduced), when your mod triggers SL.1.35, the game crush. Most of the time it crushes even before triggering animations. When I installed ver. 07JAN, all works perfectly. In the mean time I tried other versions, ones between 07 and 11, CTD's were occasional. So, for me, 07JAN is most stable version.

Posted

Disable undressing and foreplay.
This fixed similar ctds i had with almost all mods, since i updated to SL V1.35.

Posted

I don't suffer CTDs (probably because I have both "undressing" and "foreplay" disabled in the SexLab menus) but I had a problem. Two times on two attempts.

 

I'm using TDF prositution mod, that allows the player to dance naked to raise the arousal level of the potential clients (inside an Inn but also in other places).

Two times I tried and two times, at the end of the dance, I tried to approach a potential client.

This triggered the "dangerous nude" part of Aroused mod and he claimed that I "can't hide from me!". This made the Brawl to start (set to "on" in the Aroused menu).

Both times I let him to win ....

BUT ....

when I was knocked down and then he tried to fuck me, BOTH times I had the message about "deadly wounds" and then I died (This is Submit trigger).

 

What happened? There is a conflict with the "brawl part" of Aroused mod?  (Note that I have the "brawl bug fix CE" installed).

Posted

If you have the deathproof part of Submit set then it can cause problems with brawls because both use the bleedout animation to trigger. Dkatryl looked into it but I don't know if he ever come up with a solution.

 

Edit: I think the best solution for now and it is a work around is. When you are in towns and cities where you won't be fighting to the death turn the auto surrender off in submit and turn it back on when going out into the wilds. This would still leave you the option to manually surrender incase you get jumped by something unexpected and it shouldn't cause problems with brawls then.

Posted

I apologize for inconvenience. After detailed search for the root of the problem, I have discovered that the main reason for CTD's were actually caused by NMM's improper installation of Zaz pack 5.40 and SL.135. (I was surprised because NMM never failed me so far in this. I guess that there is always a first time. :D )Therefore, that error chained several other mods related to the SL and animations.

 

dk - please accept my apologies.

Posted

So yesterday I tried for over an hour using the 11Jan14 release using a scenario in Falskaar Halls of the Dead, with a level 38+ Female PC and two female follower NPCS. The end of this particular area has a boss fight (leveled Draugr boss) plus about 10 leveled Draugr (Draugr Deathlords, Draugr Overlords).


 


I configured Submit to Auto-surrender at a fairly high percentage (50%), enabled Creature support 2, turned on death proof. After an hour, I got 1 successful submit to work for the PC. Usually what I saw was my character would get knocked down, I would get various Submit messages, she stand back up, get hit, etc, sometimes get mortal wounds and die several times...


 


Should I expect Draugr to handle (auto) Submit requests?


 


Thanks


post-76197-0-37831700-1389881858_thumb.jpg

post-76197-0-74523100-1389881863_thumb.jpg

Posted

I apologize for inconvenience. After detailed search for the root of the problem, I have discovered that the main reason for CTD's were actually caused by NMM's improper installation of Zaz pack 5.40 and SL.135. (I was surprised because NMM never failed me so far in this. I guess that there is always a first time. :D )Therefore, that error chained several other mods related to the SL and animations.

 

dk - please accept my apologies.

NEVAH! YOU WILL BE STRIPPED NAKED AND PUT INTO THE STOCKS FOR ALL TO WITNESS YOUR SHAME!!! :angry:

 

...

 

Wait, some of you pervs would like that... :wacko:

Posted

 

So yesterday I tried for over an hour using the 11Jan14 release using a scenario in Falskaar Halls of the Dead, with a level 38+ Female PC and two female follower NPCS. The end of this particular area has a boss fight (leveled Draugr boss) plus about 10 leveled Draugr (Draugr Deathlords, Draugr Overlords).

 

I configured Submit to Auto-surrender at a fairly high percentage (50%), enabled Creature support 2, turned on death proof. After an hour, I got 1 successful submit to work for the PC. Usually what I saw was my character would get knocked down, I would get various Submit messages, she stand back up, get hit, etc, sometimes get mortal wounds and die several times...

 

Should I expect Draugr to handle (auto) Submit requests?

 

Thanks

They should handle the surrender just fine.  I believe a lot of the issues lately have been related to wonky results with regards to a good range setting for the cloak spell that makes it all work.  I would try increasing the MCM setting on that if you have it set low to 250.  Increase it all the way to 1000 and give that a try.

 

I'm trying to get a handle on why results seem to be so inconsistent (Even on my end, I'm getting different results as of last night than I did all last week before the last update).

Posted

What happened? There is a conflict with the "brawl part" of Aroused mod?  (Note that I have the "brawl bug fix CE" installed).

I can't fnd a clean way to determing that you are in a legitimate "brawl" vs just fighting some random unarmed bandit while you are unarmed.  (It could happen!)

 

I've looked, and while I can find all of the various quests associated with it (There are a lot of quests), and I can even find the Skyrim function that starts a brawl (It's called... Brawl(). ZOMG, I KNOW! :o ) but I can't find a reliable way to determine that you are actively *IN* a brawl.

 

So, the intent is definitely there, I am just lacking the method. :unsure:

Posted

Ok, I tried another test:

 

Two aggressors (Draugr Deathlords), told followers to wait behind. And I set that distance to 1000 units.

 

I kept getting 

 

You attempt to surrender to your opponents

You're still in combat

You can't continue

 

Wack, wack wack

 

Stand up, Knocked-down, stand up, etc.

 

Probably about 5-6 cycles and then I get a mortal wound and die.

 

 

Posted

Until I make an update, you could try opening the mod within the CK, opening the spell called '_SLSubmitSurrender1000', and changing the radius value from 1000 to something larger.  Try 2000 or something.

 

If you are seeing "Still in combat", that is because SOMETHING is not getting the Calm effect applied to it, and that is likely because it is outside the radius of the cloak spell.

 

I'm probably going to be revising the cloak to having a very large radius by default, as by default all it does is apply the Calm effect, which is critical to getting the rest to work (Otherwise you remain in combat).  Within the spell's magiceffect script, I can fine tune the distance that it actually grabs valid targets for naughty times, and *that* distance will be based on the MCM sliders (As such, I will be widening the valid ranges from 1-X, with X being whatever radius value I give the cloak spell, since anything outside of that will be pointless as the target won't be calmed.)

 

I'm not terribly concerned with the Calm spell being put on numerous things outside the initial combat area, because at worst, it only lasts an hour and then wears off, and at best, when you change cells, magiceffects are stripped from NPCs anyway.

Posted

Although I'm used to complex environments such as Visual Studio and XCode, I've not used CK that much yet. I've tried opening up a .esp here and there but never got past the initial "where do I go", because it seems it just present the whole world to you at once...

 

Effectively what is the difference between 500 and 1000 units? If 1000 units is somehow missing an actor on an outer edge, why do the closer actors still seem hostile (actually they do seem to calm for moments then go hostile again)?

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