CGi Posted January 17, 2014 Posted January 17, 2014 if MS VC++ updates/reinstalls/installs didn't fix your problem, reinstall Windows.Don't create patchwork, do it the right way unless you want to go thru the tedious process of repairing the SxS yourself (and yes, there's only a manual solution, everything else is scam). So, knowing that it's not a mods fault, it would be wise to post in the correct section of the forum and you'll most likely get more help.
Mazhen Posted January 17, 2014 Posted January 17, 2014 I would have a more productive time talking to a wall, i have tryed to explain, but you refuse to listen so i'm not even gonna bother with you or your mod anymore, good luck with your mod or whatever...... btw... grow up...
MonaBabii Posted January 17, 2014 Posted January 17, 2014 i swear you guys dont listen... so im not even gonna bother with you anymore, i will not reinstall my windows when its a game thats having issues, reinstalling windows will fix NOTHING, becourse windows isnt broken.... so go buy new shoes becourse your hat is broken... People have asked you a few times to post your papyrus logs so they can actually provide more accurate and specific help. When you generalize your issue so much, are you really expecting the "answer" to not be generalized as well? You've got quite an immature attitude for someone who is asking for help but is not willing to do anything about it. The mod works flawlessly even with a ton of other heavy-scripted mods in your list, so the problem is either your Windows files, a broken save, or a conflict with another mod. Alas if even you can't guess what the problem is imagine the rest of us who can only go on with what you tell us, which is next to nothing :/
CGi Posted January 17, 2014 Posted January 17, 2014 Not to mention that it's only the fault of the game and the error can't be based on windows because it's not running on it.His version of Skyrim is completly stand alone and the PC boots straight into it.The complexity of frameworks and by how much a software uses it can be ignored as well. So we end with no logs, not from the game or from the OS and we're obliged to ask our mysterious crystal for answers so we can solve the problem he got. -.- i'm fed up with people not listening or asking themself the simple question for the reason, so the source of an error can be found. Still: This is the wrong thread for solving his problem, as neither this nor any other mod are the source of this error.
WaxenFigure Posted January 17, 2014 Posted January 17, 2014 "i'm not even gonna bother anymore" lol - nobody seems to be listening to you. You're getting advice whether you want it or not
CGi Posted January 17, 2014 Posted January 17, 2014 lol - nobody seems to be listening to you. You're getting advice whether you want it or not Abuses are simply ignored in the hope for the better.
xboronx Posted January 17, 2014 Posted January 17, 2014 I'm again having a very minor masochistic request: Could you enable an option that type 2 creatures also do some harm like at least stealing your current equipment or simply everything like the other enemies? I know it is not too immersive, but yesterday when 3 winter wolves defeated me i was a bit annoyed that no harm in any way happened.
dkatryl Posted January 17, 2014 Author Posted January 17, 2014 I would have a more productive time talking to a wall, i have tryed to explain, but you refuse to listen so i'm not even gonna bother with you or your mod anymore, good luck with your mod or whatever...... Initial reaction: Oh noes! I lost a passive aggressive customer! My Q1 profits are going to suffer! Now, provided you check back in, "or whatever......" *I* have tried to explain that since you are reporting an issue in a specific mod's thread, which implies that you believe said mod is the problem, despite after 6 months you are the *ONLY* one that has reported this issue, you still have not provided any papyrus logs to support your notion. Seriously, you are willing to go through the effort of, among other things, 'cleaning your registry daily' (Really? I mean, my mod consists of an .ESP, a .BSA, and some MCM translation .txt files. How exactly do you figure those affect your registry? ) You go through all of that, but can't spit out a papyrus log to see if there are any scripting warnings or errors after coming here for help? I'm not really sure what you are expecting?
dkatryl Posted January 17, 2014 Author Posted January 17, 2014 I'm again having a very minor masochistic request: Could you enable an option that type 2 creatures also do some harm like at least stealing your current equipment or simply everything like the other enemies? I know it is not too immersive, but yesterday when 3 winter wolves defeated me i was a bit annoyed that no harm in any way happened. You want sadism to go with your masochism? Given that wolves, bears, chaurus, and such don't have opposable thumbs to work straps, buckles, and such, I could just have them chew through your equipped stuff and then you only find scraps of it in your inventory. http://www.youtube.com/watch?feature=player_detailpage&v=JfUM5xHUY4M
nutluck Posted January 17, 2014 Posted January 17, 2014 Honestly at this point I am starting to think he was just trolling. I mean can't even bother to check the event view log or make a papyrus log? Both of which would have taken the same amount of time or less than it did for him to go back and edit all his posts to say he doesn't care. Either he doesn't want help, is to lazy to do any work to try and fix it, or he is trolling. At this point I am leaning towards the last.
dkatryl Posted January 17, 2014 Author Posted January 17, 2014 Honestly at this point I am starting to think he was just trolling. I mean can't even bother to check the event view log or make a papyrus log? Both of which would have taken the same amount of time or less than it did for him to go back and edit all his posts to say he doesn't care. Either he doesn't want help, is to lazy to do any work to try and fix it, or he is trolling. At this point I am leaning towards the last. I WANT TO MAKE SURE EVERYONE KNOWS THAT I DON'T CARE! Hrm, nope, sounds legit. Edit: Actually, I think "i'm not even gonna bother anymore" would make for a good sig.
CGi Posted January 17, 2014 Posted January 17, 2014 Helping is highly overestimated. And yep... sounds legit. Definitly does.Btw: Check this mod for a brawl solution: SexLab Brawling Rape. Didn't have the time to take a look at it myself, but maybe it has a working solution for what you tryed to accomplish. Edit: Bad idea with the sig. Would sound like you abandoned your mod.
dkatryl Posted January 17, 2014 Author Posted January 17, 2014 Btw: Check this mod for a brawl solution: SexLab Brawling Rape. Didn't have the time to take a look at it myself, but maybe it has a working solution for what you tryed to accomplish. I actually already did. It appears it was a down and dirty proof-of-concept that edited the DGIntimidate quest a bit. So doesn't actually help me. Last night, I was trying to play around with referencing that quest and a bunch of other stuff based on the forum post someone linked a few pages back, but I was having horrible net problems last night, so it was hampering my Google-Fu a bit. As such, I made no progress, unfortunately. Not sure if my approach was on the right track and was just a matter of some more work at it or I was completely off in the weeds.
Plaguetard Posted January 17, 2014 Posted January 17, 2014 I believe I may have found a bug relating to the "Still in combat" issue some people are having. I installed a new mod that puts trained bandit wolves with bandit patrols, and I have my creature support on Submit set to 1 (The humanoid option) which would mean that wolves are not a creature I can submit to. However the bandits are. So the bandits defeated my PC, and my PC attempted to submit to the bandits, but then, because the wolves were in the area, I got the message still in combat and no animation. I'm thinking this is because the wolves are not gaining the calm cloak affect you previously explained. So then I went and did some more testing. I fought a mage and a flame atronach, and again while my PC attempted to submit to the mage, prior to animation starting I got the message "still in combat". So I did further testing, and made sure to kill the bandit wolves then lose to the bandits and my player submitted to the bandits just fine. I then went back to the mage and flame atronach and killed the atronach and my PC submitted to the lone mage just fine. So all in all, it appears that if one of the hostile things attacking the PC are not eligible to rape the PC, then the animation will not start because they are left in combat while eligible things are calmed. I hope that makes sense, some times it makes better sense in my head then anywhere else haaaaa.
dkatryl Posted January 17, 2014 Author Posted January 17, 2014 I believe I may have found a bug relating to the "Still in combat" issue some people are having. I installed a new mod that puts trained bandit wolves with bandit patrols, and I have my creature support on Submit set to 1 (The humanoid option) which would mean that wolves are not a creature I can submit to. However the bandits are. So the bandits defeated my PC, and my PC attempted to submit to the bandits, but then, because the wolves were in the area, I got the message still in combat and no animation. I'm thinking this is because the wolves are not gaining the calm cloak affect you previously explained. So then I went and did some more testing. I fought a mage and a flame atronach, and again while my PC attempted to submit to the mage, prior to animation starting I got the message "still in combat". So I did further testing, and made sure to kill the bandit wolves then lose to the bandits and my player submitted to the bandits just fine. I then went back to the mage and flame atronach and killed the atronach and my PC submitted to the lone mage just fine. So all in all, it appears that if one of the hostile things attacking the PC are not eligible to rape the PC, then the animation will not start because they are left in combat while eligible things are calmed. I hope that makes sense, some times it makes better sense in my head then anywhere else haaaaa. It does, indeed, make sense, and is the known problem with a mixed group of crap. (i.e. how do you get it to properly calm a mixed group with both valid and invalid targets but not calm a group without any valid targets) However, I suppose I could repurpose the bit of validity checks made by the bleedout restore, and simply make the player frozen for a few seconds during the initial surrender attempt (manual or automatic), and just send out the Calm affect to EVERY hostile actor in range, and then check for valid targets for the surrender. If it finds a valid target, move on with the s3xx0rz, and if it doesn't, send out the Calm cancel pulse that is used. I'll add something like that to the next update.
CGi Posted January 17, 2014 Posted January 17, 2014 I actually already did. It appears it was a down and dirty proof-of-concept that edited the DGIntimidate quest a bit. So doesn't actually help me. Last night, I was trying to play around with referencing that quest and a bunch of other stuff based on the forum post someone linked a few pages back, but I was having horrible net problems last night, so it was hampering my Google-Fu a bit. As such, I made no progress, unfortunately. Not sure if my approach was on the right track and was just a matter of some more work at it or I was completely off in the weeds. My solution would be to catch the OnHit event, reference the attacker, check both hands for weapons and if there is none: isBrawl = 1. May lead to errors if many NPCs attack and one of them is brawling, so keeping the scan running and setting isBrawl to 0 (and then keep it at 0 by stopping the scan) as soon as the scanned attacker uses a weapon should do the trick. But as most real brawls are only 1on1 this should work like a charm... it should actually even work if the player brawls with more then 1 NPC. All mere theory. Sorry.
Plaguetard Posted January 17, 2014 Posted January 17, 2014 I believe I may have found a bug relating to the "Still in combat" issue some people are having. I installed a new mod that puts trained bandit wolves with bandit patrols, and I have my creature support on Submit set to 1 (The humanoid option) which would mean that wolves are not a creature I can submit to. However the bandits are. So the bandits defeated my PC, and my PC attempted to submit to the bandits, but then, because the wolves were in the area, I got the message still in combat and no animation. I'm thinking this is because the wolves are not gaining the calm cloak affect you previously explained. So then I went and did some more testing. I fought a mage and a flame atronach, and again while my PC attempted to submit to the mage, prior to animation starting I got the message "still in combat". So I did further testing, and made sure to kill the bandit wolves then lose to the bandits and my player submitted to the bandits just fine. I then went back to the mage and flame atronach and killed the atronach and my PC submitted to the lone mage just fine. So all in all, it appears that if one of the hostile things attacking the PC are not eligible to rape the PC, then the animation will not start because they are left in combat while eligible things are calmed. I hope that makes sense, some times it makes better sense in my head then anywhere else haaaaa. It does, indeed, make sense, and is the known problem with a mixed group of crap. (i.e. how do you get it to properly calm a mixed group with both valid and invalid targets but not calm a group without any valid targets) However, I suppose I could repurpose the bit of validity checks made by the bleedout restore, and simply make the player frozen for a few seconds during the initial surrender attempt (manual or automatic), and just send out the Calm affect to EVERY hostile actor in range, and then check for valid targets for the surrender. If it finds a valid target, move on with the s3xx0rz, and if it doesn't, send out the Calm cancel pulse that is used. I'll add something like that to the next update. Glad it made sense. I did try to see if someone had reported that specifically and didn't see anyone, but sorry if it was already reported. On a funny note, in doing the testing my PC ran across a necromancer who reanimated a dead human. My PC lost, and ended up submitting to the dead guy. Half way through the animation, POOF, the spell ran out and it actually gave my PC a chance to escape. There one minute, gone the next... I chuckled.
gooser Posted January 17, 2014 Posted January 17, 2014 Everyone knows SL and all plugins are installed into the windows registry!!!!
dkatryl Posted January 17, 2014 Author Posted January 17, 2014 My solution would be to catch the OnHit event, reference the attacker, check both hands for weapons and if there is none: isBrawl = 1. May lead to errors if many NPCs attack and one of them is brawling, so keeping the scan running and setting isBrawl to 0 (and then keep it at 0 by stopping the scan) as soon as the scanned attacker uses a weapon should do the trick. But as most real brawls are only 1on1 this should work like a charm... it should actually even work if the player brawls with more then 1 NPC. All mere theory. Sorry. I feel I was on the right track with my approach, just missing something, but without reliable access to the Creation Kit site to look up syntax related stuff (Like what is part of the Scene Script vs Quest Script, for instance) I was going at it mostly blind. Because FFS the game HAS to have something tracking the Scene, as it knows if you play dirty and such. It's just a matter of finding it.
Heromaster Posted January 17, 2014 Posted January 17, 2014 Check the Favor017QuestGiverFaction, if the attacker is not in this faction then that is no friendly brawl.
dkatryl Posted January 17, 2014 Author Posted January 17, 2014 Check the Favor017QuestGiverFaction, if the attacker is not in this faction then that is no friendly brawl. Oh? Interesting! I am at work, but will indeed look into this when I get home.
CGi Posted January 17, 2014 Posted January 17, 2014 So you target only friendly brawls to avoid a rape?if that's the case: Sorry. i understood it wrong.
xboronx Posted January 17, 2014 Posted January 17, 2014 I'm again having a very minor masochistic request: Could you enable an option that type 2 creatures also do some harm like at least stealing your current equipment or simply everything like the other enemies? I know it is not too immersive, but yesterday when 3 winter wolves defeated me i was a bit annoyed that no harm in any way happened. You want sadism to go with your masochism? Given that wolves, bears, chaurus, and such don't have opposable thumbs to work straps, buckles, and such, I could just have them chew through your equipped stuff and then you only find scraps of it in your inventory. http://www.youtube.com/watch?feature=player_detailpage&v=JfUM5xHUY4M I would like that. Also they could give some of your equipment to their babies that they have something to play with. Estri Chauri babies could practice their acid attacks with your armor, wolf babies would chew all your leather equipment etc.. Funny video . But i might be a bit too masochistic currently, so no need to implement something which expect me probably nobody uses. I think discussing the matter a bit wouldn't hurt though, maybe somebody has a lore friendly and reasonable idea what could be done to make submitting to creatures a bit harder for the player.
dkatryl Posted January 17, 2014 Author Posted January 17, 2014 So you target only friendly brawls to avoid a rape? if that's the case: Sorry. i understood it wrong. I want to know when it is a friendly brawl to disable the death proofing OnStartBleedout Event from killing you.
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