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Posted

And... why is the distance a problem now with the mod? Seems like this would be have been a problem for you some time ago... ?

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)?

There is code in there to cancel the Calm effect if the player is still in combat, same as it skips the robbing/sexing if the player is still combat.  If I didn't cancel the Calm effect, then you'd have this weird scenario where the local guys would go calm, do nothing, but you'd have this distant red dot or something.

 

I suspect something related to this was happening before I added that, and people were (inaccurately) concluding that the surrender wasn't working, when in actuallity it was working correctly (i.e. skipping the robbing/sexing due to still in combat), there was just some outlier that wasn't getting Calmed.  But without any kind of message and the nearby actors going Calm and ignoring the player, it was a perfectly understandable conclusion to make.

 

Now, as to the second question, I have no idea.  I originally used 1000 units as my baseline, and people were reporting weird issues with actors getting teleported in from what seemed like the other side of Skyrim instead what should have been relatively nearby (1000 units is SUPPOSED to only be something like ~48').  So I tried lowering it a bit, based on testing results in Helgen.

 

But even in my own testing as late as last weekend when I made the most recent update, a radius of between 250 and 300 would cover the ENTIRETY of Helgen.  And then, last night, the EXACT SAME RADIUS was used, and suddenly, 250 wasn't enough to calm the actors that were only a little out of the range of a level 1 flame spell.

 

That's why the current plan for the next update is to make the cloak a fixed radius of something much larger than the original version (Something like 2000 or whatever) simply to apply the Calm effect, and use the MCM slider setting to determine the distance that it will grab valid targets for the sexins and such.

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

 

 

Odd I was doing alternate start with a 1st level character at the mages college. Got into the ruins and my character got hammer several times by the Draugr there including the main boss at the end twice. I think I had one failed time out of like 5-6 events. The one time it failed I had several of them attacking me and I think they just hit me so much it killed me twice over.

 

In every case I had auto surrender set at 0% health and deathproof on. My guess is the same as Dkatryl, try changing the range cause there seems to be something wonky with the range.

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:

 

 

Well this wouldn't be a perfect fix but it could be a sorta fix if you wanted to do it.

 

Add a new button that says ignore brawls. Then submit will always ignore all brawls, put a warning in the tool tip and then people could choose to turn submit off for brawls if they choose. I think that is likely the best option. Sort of making a big list of every single quest with a brawl and even then that wouldn't help with other mods like Lovers Victim that starts a brawl on rapes.

 

So to make Submit play nice with other mods I think that is the best option. Just a button that makes Submit ignore all brawls, by default have it so Submit doesn't ignore them but let people be able to turn them off.

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)?

 

That's a very good question and something in doubt. Because both Dkatryl and I as a user have tested this and it seems something wonky is going on with the range sometimes. And might even be different inside and outside.

Posted

And... why is the distance a problem now with the mod? Seems like this would be have been a problem for you some time ago... ?

 

Use to be only 2 NPC's where grabbed ever, now that Dkatryl has added it so it grabs all NPC's in a area. I think he had to tweak the ranges. Before letting the calm cloak go out and not care about range wasn't a issue, since the closest ones where tagged. Now I think he changed things so the calm only went out as far as he wanted to grab targets from tying the two functions together.

 

It sounds like now he is going to separate them again so they have different ranges which is likely for the best.

Posted

Okay, I understand what the plan is. I changed my .esp to have a value of 2000 for the _SLSubmitSurrender1000 spell as suggested. Picked an open area in Falskar (outside of Ruins of Holmr) and tried  Summoning (player.placeatme) various groups of Bandits, Draugr, and Giant Spiders. I could not get Auto-surrender to work, only manually surrender, and even that sometimes inconsistently.... 

 

Posted

That was happening to me once as well. It was caused by a not having a clean save when updated Submit to the newest version. After I did a clean save it worked just fine for me.

Posted

Well this wouldn't be a perfect fix but it could be a sorta fix if you wanted to do it.

 

Add a new button that says ignore brawls. Then submit will always ignore all brawls, put a warning in the tool tip and then people could choose to turn submit off for brawls if they choose. I think that is likely the best option. Sort of making a big list of every single quest with a brawl and even then that wouldn't help with other mods like Lovers Victim that starts a brawl on rapes.

 

So to make Submit play nice with other mods I think that is the best option. Just a button that makes Submit ignore all brawls, by default have it so Submit doesn't ignore them but let people be able to turn them off.

I don't think you understood me, so let highlight the specific issue:

 

*I DON'T KNOW HOW TO DIFFERENTIATE BETWEEN A BLEEDOUT EVENT FROM BEING KILLED IN COMBAT VS A BLEEDOUT EVENT FROM LOSING A BRAWL*

 

If I knew how to do that, I would make Submit completely ignore them entirely (Or, yes, give an option to ignore Brawls if you are using another mod with behavior you would like to take over instead, as is the case with the Arousal or whatever).

Posted

Yeah I meant when Submit detected a brawl it would deactivate. I don't know if it is possible, but that was the only thing I could think of. But to be fair I wasn't really thinking about the fact is the bleedout is the same regardless and called for normal combat or brawl. I was just thinking there might be a way to temporally turn off Submit when it detected a brawl.

 

Like and this might not be even remotely possible to do. Submit detects a brawl call up and then is set to ignore bleedouts for the next 120 seconds or 240 seconds or how ever long.

 

Like I said that might be impossible to do or might honestly just be way to much effort to do for the small gain. Was merely thinking out loud.

 

Edit: Sorry i wasn't more clear in my previous post what I was thinking. Also for me this isn't a big issue, so I am ok personally if there is no fix. I am just offering suggestions so those that want a fix might be able to get one if you think one of my idea's would work or would spark you to come up with another solution. :)

Posted

I don't think you understood me, so let highlight the specific issue:

*I DON'T KNOW HOW TO DIFFERENTIATE BETWEEN A BLEEDOUT EVENT FROM BEING KILLED IN COMBAT VS A BLEEDOUT EVENT FROM LOSING A BRAWL*

 

If I knew how to do that, I would make Submit completely ignore them entirely (Or, yes, give an option to ignore Brawls if you are using another mod with behavior you would like to take over instead, as is the case with the Arousal or whatever).

if there is a reliable way to detect something like that, i would like to know it myself. :/

So right now i detect "a possible" brawl by checking if the player has weapons (a shield counting as well) in her/his hands.

if the player is going into a real fight w/o weapons, then she/he wanted to brawl and so it will be handled like one.

A simply player decission and i can't forsee everything.

Posted

 

I don't think you understood me, so let highlight the specific issue:

*I DON'T KNOW HOW TO DIFFERENTIATE BETWEEN A BLEEDOUT EVENT FROM BEING KILLED IN COMBAT VS A BLEEDOUT EVENT FROM LOSING A BRAWL*

 

If I knew how to do that, I would make Submit completely ignore them entirely (Or, yes, give an option to ignore Brawls if you are using another mod with behavior you would like to take over instead, as is the case with the Arousal or whatever).

if there is a reliable way to detect something like that, i would like to know it myself. :/

So right now i detect "a possible" brawl by checking if the player has weapons (a shield counting as well) in her/his hands.

if the player is going into a real fight w/o weapons, then she/he wanted to brawl and so it will be handled like one.

A simply player decission and i can't forsee everything.

Yep, that would be the only avenue I have at this moment, but I can already hear the comments saying: "But I play with such and such mod that makes unarmed combat viable, and now it doesn't surrender in Submit! HALP! pl0x!!"

 

Between the Brawl() function in the DialogFavorGeneric quest script, plus the half a dozen or so quests that deal with brawls (TG, Companions, general follower) there should be SOME overriding flag or something that gets set so the game knows you are brawling (After all, it has to know you are in a brawl to ignore punching from assaults, but consider spells and such to be assaults and abort the brawl.)

 

But my Google-fu must be too weak, cuz I'll be damned if I can find anything online. :unsure:

Posted

Yep, that would be the only avenue I have at this moment, but I can already hear the comments saying: "But I play with such and such mod that makes unarmed combat viable, and now it doesn't surrender in Submit! HALP! pl0x!!"

 

 

Between the Brawl() function in the DialogFavorGeneric quest script, plus the half a dozen or so quests that deal with brawls (TG, Companions, general follower) there should be SOME overriding flag or something that gets set so the game knows you are brawling (After all, it has to know you are in a brawl to ignore punching from assaults, but consider spells and such to be assaults and abort the brawl.)

 

But my Google-fu must be too weak, so I'll be damned if I can find anything online. :unsure:

Like i said: i can't forsee everything or cover all possible mod combinations.

So it's down to a compromise by disabling the "conflicting" mod or playing with the resulting consequences.

Hence why mods tend to have a list of incompatible mods.

 

But then again: if the player plays a brawler (and all Khajiit are brawler and by this are deadly hand-to-hand fighter, no matter if a mod is installed that makes brawls as viable fight option), if the player wants to submit, the manual submit is there to do this. So from my point of view you got everything covered.

Posted

Gosh!

It wasn't my intention to make explode such sort of terrific technical discussion!  :angel:

I can live with the "disable when in civilized places/enable when in dangerous place" thing. :cool:

Naw, it was a known issue from before, and one I'm a touch bitter about because I anticipated it being a largely easy one to address, and I wasted the better part of a weekend not long ago trying to come up with something and, as you can see, I got squat. <_<

Posted

 

Well this wouldn't be a perfect fix but it could be a sorta fix if you wanted to do it.

 

Add a new button that says ignore brawls. Then submit will always ignore all brawls, put a warning in the tool tip and then people could choose to turn submit off for brawls if they choose. I think that is likely the best option. Sort of making a big list of every single quest with a brawl and even then that wouldn't help with other mods like Lovers Victim that starts a brawl on rapes.

 

So to make Submit play nice with other mods I think that is the best option. Just a button that makes Submit ignore all brawls, by default have it so Submit doesn't ignore them but let people be able to turn them off.

I don't think you understood me, so let highlight the specific issue:

 

*I DON'T KNOW HOW TO DIFFERENTIATE BETWEEN A BLEEDOUT EVENT FROM BEING KILLED IN COMBAT VS A BLEEDOUT EVENT FROM LOSING A BRAWL*

 

If I knew how to do that, I would make Submit completely ignore them entirely (Or, yes, give an option to ignore Brawls if you are using another mod with behavior you would like to take over instead, as is the case with the Arousal or whatever).

 

 

Post #2 here any help?

 

http://forums.nexusmods.com/index.php?/topic/733533-how-to-start-a-brawl/

 

Not that I would have the faintest idea what it really means, of course  :s

 

Posted

Post #2 here any help?

 

http://forums.nexusmods.com/index.php?/topic/733533-how-to-start-a-brawl/

 

Not that I would have the faintest idea what it really means, of course  :s

The DGIntimidate quest it referred to is definitely something I recognize from my own research into it, as is the Brawl() function within DialogFavorGeneric.

 

The 'Story Element' part, however, is new information, so I will take a closer look after work.

 

BTW: Originally, I wanted a Bribery failure to trigger a brawl, given that you just insulted them by asking them to be a whore, but simply calling a Brawl() by itself wasn't enough to do it correctly.  So, yeah, Brawls are a booger-bear.

Posted

A booger-bear does sound like something I would want to avoid ... for a lot of reasons :)

I do not recommend surrendering to one.  I mean, just, ewww! :wacko:

Posted

Just throwing this out: There is a mod called 'Death Alternative: Your Money or Your Life'.

 

I was reading through it and the author indicates his mod handles things differently if you lose a brawl as opposed to a real fight. So there must be a way hidden in there somewhere?

Posted

Just to be clear, creatures such as Spiders will NOT bind the player after sex when submitting, but Draugr and Falmer should, because they are humanoid?

 

Thanks

Posted

Just to be clear, creatures such as Spiders will NOT bind the player after sex when submitting, but Draugr and Falmer should, because they are humanoid?

 

Thanks

 

Believe so yes, I know Draugr do, never tested Falmer. I know things like wolves, saber cats, etc don't. So I would assume spiders don't either.

 

Posted

Good that makes sense... Unless one hoped the spiders would use webbing of some kind, but that sounds like a different mod altogether...

 

Posted

everytime my character auto-surrenders to bandits and gets raped i get a visual c++ error, never had that issue before i started using this mod....

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