pinky6225 Posted January 28, 2014 Posted January 28, 2014 For those that are having issues with things just standing there, stuck in combat, etc, assuming you've done the clean save process as best as possible, have you tried increasing the radius in the MCM options to the max 2000 units (That is the same setting as the actual cloak used to apply the Calm effect. If you have a lower MCM setting, it is possible that for whatever reason, while the Calm is being applied, the actual target selection part is failing to happen due to range or something, so try to crank the setting. Beyond that, I don't know, since it works in my testing. If the range is maxed and it isn't working, then I suspect there is some kind of an update issue involved. If increasing the radius *does* help it work, then you can try to reduce the range until you find a nice, happy spot that works consistently without grabbing too much each time. According to all information regarding units, ~500 units is the recommended setting, but I left a wide adjustment on either side (25 - 2000) in case different settings are needed for whatever reason. I think a few dozen pages back i remember you saying you had to add something to a list for the submit option to work correctly on a certain creature (think it was frost troll) would you have a similar issue if your using a higher level enemy mod (there quite a few of them about) that adds in harder versions of the same enemy with a slightly different name? And is anybody experiencing problems with the death proof submit got one of those installed?
eric_starbuck Posted January 28, 2014 Posted January 28, 2014 I had an issue with the "still in combat" message the first time I tried this mod. Then i Installed the "brawling bug patch" which solved the issue. I thought it was optional, but then i was always in combat. You can find the link to this mod on the SOS page. it is on the nexus.
dkatryl Posted January 28, 2014 Author Posted January 28, 2014 For those that are having issues with things just standing there, stuck in combat, etc, assuming you've done the clean save process as best as possible, have you tried increasing the radius in the MCM options to the max 2000 units (That is the same setting as the actual cloak used to apply the Calm effect. If you have a lower MCM setting, it is possible that for whatever reason, while the Calm is being applied, the actual target selection part is failing to happen due to range or something, so try to crank the setting. Beyond that, I don't know, since it works in my testing. If the range is maxed and it isn't working, then I suspect there is some kind of an update issue involved. If increasing the radius *does* help it work, then you can try to reduce the range until you find a nice, happy spot that works consistently without grabbing too much each time. According to all information regarding units, ~500 units is the recommended setting, but I left a wide adjustment on either side (25 - 2000) in case different settings are needed for whatever reason. I think a few dozen pages back i remember you saying you had to add something to a list for the submit option to work correctly on a certain creature (think it was frost troll) would you have a similar issue if your using a higher level enemy mod (there quite a few of them about) that adds in harder versions of the same enemy with a slightly different name? And is anybody experiencing problems with the death proof submit got one of those installed? For creatures, having non-stock RACE would make a difference, yes. If you just make a custom frost troll using the frost troll "race", but make that copy super duper uber tough or something, it wouldn't make a difference, because the underlying race is still just a frost troll, and I check the race. If you make a copy of the frost troll race to make your super duper uber tough whatever, then, yeah, it would return a non-match and be disqualified from being considered a valid check.
dkatryl Posted January 28, 2014 Author Posted January 28, 2014 I had an issue with the "still in combat" message the first time I tried this mod. Then i Installed the "brawling bug patch" which solved the issue. I thought it was optional, but then i was always in combat. You can find the link to this mod on the SOS page. it is on the nexus. Hrm, I don't get the issue when I tested, unless I am legitimately still in combat, usually due to drawing aggro from something, moving outside of the 2000 unit range, trying to surrender, and the original assailant was still on the radar but out of range of the pulse. The only time that happened in testing was during my usual Helgen test zone, I had some archer on top of the tower and I was on the far side of Helgen. I ran around getting all the bandits chasing me first, THEN surrendered, and the tower archer would sometimes be outside of the range. As to the brawl bug, I'm not arguing with what you experienced by installing the patch, but the chief cause of the brawl bug is using a cloak spell (And I do use many cloak spells for various things) that did not have the "No Hit Effect" option in the magic effect checked. And I believe I have checked on all of them for that very reason. So, unless I missed a check, I'm not sure why it would be triggering combat without the patch. But then again, it isn't like that particular patch is a bad idea to have, regardless.
nutluck Posted January 28, 2014 Posted January 28, 2014 I have gotten the you are still in combat a few times. Not always but now and again. Which makes me think somehow something is not getting calmed correctly or something. So far I can't find a rhyme or reason for it, it just seems to happen completely randomly. Here is a example of it happening twice last night. I was testing some mods including this one. I ran out to a bandit camp, all worked as always. On the way to get untied got attacked by wolves and tried to submit instead of just try and out run them. Then got the still in combat message. Then the deathproof kicked in and again same message. So then I made it to some guards got untied and ran back, same wolves attacked and all worked as normal. So I thought maybe it is if it is happening to often. So ran back to bandits and it worked there. So then ran back for guards and to the same wolves thinking ok maybe it is triggering only when tied up... nope surrendered to wolves just fine. So back to guards get untied and running along the road ran into some vampires and then same bug saying still in combat. Deathproof then kicks in and then the surrender worked fine. So *shrug* now that was the first time it happened twice in fairly short order like that, I had seen it happen every now and again before. So I have no idea what could be causing it. I looked in the papyrus log and there was no errors that I could find with submit. Sadly I didn't think to save them and testing some other stuff and the log is now gone. If I can remember I will save the log next time for you, if it happens again.
Ainell Posted January 28, 2014 Posted January 28, 2014 I went and updated my SexLab framework (from v135 to v139), removed Submit, made clean saves, installed Submit again, plus the usual running of BOSS and FNIS etc. It works much better now. Not perfect, but better. Manual and automatic 'deathproof' submitting to MOST things seems to work now - I've managed to submit to people, falmer and giants, for example. If those things 'kill' me I no longer get the mortal wounds thing, I survive and submit (well, unless a giant has knocked me into orbit). However, even though Creature Support is set to 2, I cannot submit to things like bears, wolves and spiders (I've yet to find a dragon to try it with); trying to get THEM to submit to ME says they're invalid targets, and if any of those things manages to get me to 0 health, I bleed out and die. I can still have sex with them via SexLab Enchantress, though... One thing to note is that I no longer get any kind of 'grace period'; regardless of whether Hardcore Escape is on or off, they all aggro me again the moment I get up and I have to run like a little bitch. They also tend to stand around and wait for me to get up rather than wander off on their own.
theskid Posted January 28, 2014 Posted January 28, 2014 For me the issue seems to be that the scripts are running too fast maybe, as in they start processing before the first script has technically ended (is that even possible, only way I can think to put it)? Using the latest version clean saved on to my game I attacked a fairly large bandit camp (valtheim towers). I have the Populated Lands series of mods which increases the amount of bandits and people and such in villages (I use Forts Towers Places and Cities Villages only, not the lands road paths or dungeons ruins caves one). Here is where the scripts would mess up on me. It would start fine and they would be in the middle of humping me, however before the first wave of bandits would finish their train on me,in the middle of a sex acct, I would get the message that I am now bound, and that I now had to escape before I was noticed. It would then put me into the bound position while waiting for the next bandit to pick me up, instead of the standing idle . I would continue to get these messages, including the percent chance to be notice in the middle of ongoing sex acts. Sometimes I would just get a standard sex act and sometimes the game would give me the you attempt to surrender message and the bandit would play the beat down animation me again, it would continue looping like this, in general. Also at least once or twice, I would get the message that the bandits now have an evil gleam in their eye and they would come and murderize my character while she was still in the bound position, this is the point where it would sometimes fuck up and tell me I was still in combat and then give me the wounds are mortal message. Possibly the high volume of bandits from the population mod is having some effect and crashing the scripts? I would say there is easily over a dozen bandits and that is not counting the ones I killed before my first auto surrender. In any case the loop never stopped unless I got killed, or exited out of the game. I will try and repeat this later and get you a log for it. I had a similar problem with trolls in the the Dark something cave just underneath the water fall after Valtheim towers. Here are some script logs from that place. Script.7z
Niobia Posted January 28, 2014 Posted January 28, 2014 I've been using a completely new game rather than clean saves of old games, just to save some headache. It might actually be the Populated mods causing trouble. I set the radius to 1,000 and 2,000. With the populated mods, it might actually be causing trouble. However, when I decided to give up on playing the victim roll, I just started a new game and tested out being an aggressor. This also seems buggy. I was in a house with a single person and tried sneaking up on him and just doing the grapple in combat, he'd just submit and then stand there and make a comment about how we're friends and he's glad to see me, even though I just tried to assault him. I reverted back to an older sexlab frame work and an older submit that I was using before from months back and everythings working nicely again. maybe it has something to do with the 1.38b sexlab framework. I haven't bothered to try the 1.39 framework yet. I'll just stick with the older version since I never had any problems with it and don't really need all the new features for my play style anyway.
theskid Posted January 28, 2014 Posted January 28, 2014 Well with the populated mods they don't use any scripts themselves, just add enemies, from what I understand. It is possibly the sheer volume of enemies that is overwhelming the scripting. Edit: still using 1.35 sexlab myself. Didn't actually notice they had updated again till just now.
dkatryl Posted January 28, 2014 Author Posted January 28, 2014 I can say my testing was typically done in Helgen with 2-6 bandits, and in the cases of the > 2 scenarios, it would randomly grab 2, go through the deal, then cycle through the rest until they all had their turn. I didn't try to test with anything beyond that, because I felt ~6 was a pretty good mix of crap for a proof of concept. Not sure if there is an "upper limit" on the amount of actors before the cloak spell that goes out and says hello to all actors in range has issues, but even if there was one, I suspect it will wildly vary from system to system. For instance, my machine is herky enough that I can run Skyrim with all settings on ULTRA MAX TO THE EXTREME!!!!!!! and run with a solid 60 FPS at all times, and I don't even hear any fan noise from my machine 2 feet from my feet with the side cover completely off. I would wager that I have no issues churning out papyrus script overhead (barring flat out errors that CTD, obviously), while an older machine may experience slight to significant script lag. Long winded way of saying "Not sure, it's possible?" with regards to population mods. As to Sexlab and the Framework, I still only have 1.34 installed (I haven't looked recently to even see what features are in the newer versions), but really, that should only have an impact once the sex starts. Of course, I haven't even played Skyrim in about 2 weeks, so, who knows.
dkatryl Posted January 28, 2014 Author Posted January 28, 2014 However, when I decided to give up on playing the victim roll, I just started a new game and tested out being an aggressor. This also seems buggy. I was in a house with a single person and tried sneaking up on him and just doing the grapple in combat, he'd just submit and then stand there and make a comment about how we're friends and he's glad to see me, even though I just tried to assault him. I reverted back to an older sexlab frame work and an older submit that I was using before from months back and everythings working nicely again. maybe it has something to do with the 1.38b sexlab framework. I haven't bothered to try the 1.39 framework yet. I'll just stick with the older version since I never had any problems with it and don't really need all the new features for my play style anyway. Hrm, as I haven't played Skyrim in several weeks now, and most of the recent testing was on the stupid player surrender part (Which I don't even personally use. How's that for good use of one's time? ) but I'm not aware of there being an issue with the player as the victor. But, I haven't really tested that portion in forever. Next time I even turn on the CK and such, I'll definitely make sure it's working, because *THAT* is the part of the mod I use the most (Well, that and the speech craft stuff)
zel45 Posted January 28, 2014 Posted January 28, 2014 Having the same trouble with the still in combat message. Been messing around with some ice wolves and the usual pattern goes: they knock me below my 30%hp threshold (deathproof not active) they stop, but I can still move and act (I don't take any actions) get the still in combat message they resume attacking and kill me I see the attempt to submit message as I'm dying. Or sometimes instead of the still in combat message I'll go into brawl stance for a moment, then bleedout stance for a few seconds then I stand up and the wolves wander away. Same things happen with 500 or 2000 distance. Checked my papyrus and the only sex related error is: ERROR: Cannot call RemoveAddedForm() on a None object, aborting function callstack: [sexLabQuestConfiguration (0C03E3FA)].sslConfigMenu.OnGameReload() - "sslConfigMenu.psc" Line 51 [alias PlayerAlias on quest SexLabQuestConfiguration (0C03E3FA)].SKI_PlayerLoadGameAlias.OnPlayerLoadGame() - "SKI_PlayerLoadGameAlias.psc" Line 6
Johnny05 Posted January 28, 2014 Posted January 28, 2014 For those who are having the issue with remaining in combat after pc submitted and the rape scenes are over. You might have deactivated "sexlab submit + devious devices" without fully unistalling that mod. Uninstalling it fixed that problem for me.
theskid Posted January 28, 2014 Posted January 28, 2014 I know that isn't the problem with mine, as I never had that mod installed.
Ainell Posted January 28, 2014 Posted January 28, 2014 Well, at least I figured out why I couldn't submit to animals: I'd accidentally installed Immersive Bodies Genders by mistake, so they were all custom races. I think. Getting rid of that solved a lot of problems. I am an idiot.
theskid Posted January 29, 2014 Posted January 29, 2014 Working at home now So I loaded up an older save and sent her down into the valtheim towers bandit camp to be ravished. I didn't really look at what was happening because I was working but there do appear to be some submit related errors in the papyrus log. It's mostly all gibberish to me though. Papyrus.0.log.7z
Vincent119 Posted January 29, 2014 Posted January 29, 2014 Having the same trouble with the still in combat message. Been messing around with some ice wolves and the usual pattern goes: they knock me below my 30%hp threshold (deathproof not active) they stop, but I can still move and act (I don't take any actions) get the still in combat message they resume attacking and kill me I see the attempt to submit message as I'm dying. Or sometimes instead of the still in combat message I'll go into brawl stance for a moment, then bleedout stance for a few seconds then I stand up and the wolves wander away. Same things happen with 500 or 2000 distance. Checked my papyrus and the only sex related error is: ERROR: Cannot call RemoveAddedForm() on a None object, aborting function call stack: [sexLabQuestConfiguration (0C03E3FA)].sslConfigMenu.OnGameReload() - "sslConfigMenu.psc" Line 51 [alias PlayerAlias on quest SexLabQuestConfiguration (0C03E3FA)].SKI_PlayerLoadGameAlias.OnPlayerLoadGame() - "SKI_PlayerLoadGameAlias.psc" Line 6 Same problem here.... only with creatures happen this, no auto submit and try to forced, and nothing happen. With bandits, and another no-creatures works very well
Carida Posted January 29, 2014 Posted January 29, 2014 Greetings, Unfortunately I am getting a loop. I put it at 2k as suggested for submission, and I get "your still in combat" and then "your wounds are mortal" but then you never die, you keep falling and getting up and falling and getting up, in an endless loop. I'm just not sure what it is. This is a completely brand new game. -C
Jbet Posted January 29, 2014 Posted January 29, 2014 I had the same problem after I was defeated in a cave a bandits, I quit my game and uninstalled "Submit" then went back in the game to check for any issues. I had none. I re-installed "submit" and ran Fnis again went back in the same cave and got defeated to test it. everything worked fine. Hope this helps.
flufennuegr Posted January 30, 2014 Posted January 30, 2014 Am playing a male character. would be nice to be able to proposition the female NPC's as well as the male.
Niobia Posted January 30, 2014 Posted January 30, 2014 Am playing a male character. would be nice to be able to proposition the female NPC's as well as the male. In MCM, you can set your sexual preference to hetero, homo, or Bi.
Niobia Posted January 30, 2014 Posted January 30, 2014 Could someone please provide a download link to version 1.34 or 1.35 of sexlab. The latest one seems to not be working that well and The only old version I have is 1.23 which works, but I'd like to have a more up to date stable version so I can use the latest submit. The mod author doesn't seem to provide any links to older versions unless it's buried somewhere in the post or in that thread.
NicoleDragoness Posted January 30, 2014 Posted January 30, 2014 SKSE new version 1.7.0 is out: http://skse.silverlock.org/
Niobia Posted January 30, 2014 Posted January 30, 2014 SKSE new version 1.7.0 is out: http://skse.silverlock.org/ Nice. I hope this will allow for even more awesome stuff
dkatryl Posted January 30, 2014 Author Posted January 30, 2014 So, another author, TheDudeGuy, has released a modder's resource that takes all of Serana's dialogs and makes them into 'Shared' resources that can then be used in a similar fashion to how I used the generic shared dialogs for all of the speech craft related stuff. This would allow me to update the mod so that she isn't silent, and she can have a full set of responses to all of the dialog options (tweaking them as necessary to match up with the available responses). That's the good news. The bad news is that I don't know how to do this without making a hard dependency to that resource (Plus Dawnguard). Provided that I can't come up with a means to do that, then that leaves me with 2 choices, both of which have downsides: I maintain 2 versions of the mod, one with and one without the dependencies. This obviously gives greatest flexibility to others that don't have Dawnguard, but doubles any future work I do on the mod from that point forward, and that's not really my goal. I say stuff it, I am making this mod for myself first and foremost, I CAN DO WHAT I WANT! and just make the one version with the dependency going forward, and any future versions would simply require Dawnguard + the Serana resource. I am inclined towards #2, because there probably isn't really much more I plan to add to the mod as it is right now, and I can always leave the last few versions up if people don't have and don't want Dawnguard.
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