dkatryl Posted February 5, 2014 Author Posted February 5, 2014 @ Coopervane Hrm, I'll have to take a look at the surrender. I don't recall anything out of the ordinary happening, but it's been a few weeks since I have even started Skyrim beyond diddling with the Serana stuff last few nights.
WraithSlayer Posted February 6, 2014 Posted February 6, 2014 Found a bug with the deathproof option. It persists even after the mod is uninstalled, making it so you never die, getting stuck in the knocked down stance whenever you run out of HP. Making sure you have the option set to off before you uninstall prevents any problems. On another note, Is there a reason why this mod doesn't support animations with 3+ actors? This is pretty much the only thing that makes me pick Defeat over Submit, if support could be added that would be awesome.
Coopervane Posted February 6, 2014 Posted February 6, 2014 Found a bug with the deathproof option. It persists even after the mod is uninstalled, making it so you never die, getting stuck in the knocked down stance whenever you run out of HP. Making sure you have the option set to off before you uninstall prevents any problems. On another note, Is there a reason why this mod doesn't support animations with 3+ actors? This is pretty much the only thing that makes me pick Defeat over Submit, if support could be added that would be awesome. That's not so much a bug with Submit, as it is a "feature" of Skyrim, regrettably. Never uninstall Skyrim mods unless you also plan on starting a new game (or have a save from before the mod was installed that you can roll back to), anything the game handles gets baked into it's save files, so uninstalling may remove the content, but it doesen't stop the game from trying to exicute the content (and then obviously failing at it since it has been removed, causing the game to bug out). Sadly, the game was not designed flexibly enough to handle things getting uninstalled mid-playthrough.
XunTzu Posted February 6, 2014 Posted February 6, 2014 Okay, so I apologize if this has been answered already but there's over 100 replies... I keep mashing the hotkey after my char is bound and hogtied, but i get no notification if it works or it fails or if it's even working at all. I do have submit and DD installed, but it looks like I just am hogtied, and not armbound or any of those other things. Does Submit +DD increase the base difficulty? Or I'm just not being patient? I don't use the DD plugin, so I don't know 100% how that affects things. That said, if you have the debug option turned on, and you don't see any kind of notification after hitting the hotkey while bound, which is what makes the escape attempt, then I suspect something is conflicting. Re-read some of your previous replies, and think it might be too many scripts? I'm gonna try turning off Frostfall and Warzone, see if that improves things a bit. Worst case, I'll also remove Touring Carriages too.
sagebeat Posted February 6, 2014 Posted February 6, 2014 Dumb question, but how do I involve my follower in a submit scenario? The enemy submits, and my morality level for followers is at 3, but I dont know where/how to select the dialogue option.
hunternothunted Posted February 6, 2014 Posted February 6, 2014 The DD part *SHOULD* not have any bearing on the surrendering part, it should really only take over once you get bound after the part is over. Short of something aggro being just outside of the range (Default is 500 units, but can be set from 25-2000, so try maxing it out, see if that grabs everything, if it does, then try lowering the range until you find a happy sweet spot that you like), I have read others that have had issues for one reason or another with surrendering, and iirc it was most commonly solved by a round or two of the 'clean save' dance. Browsing back over the last several pages will probably find some of those posts. Failing that, they were usually known to slap their computer really hard, then shake their fist at it very sternly, because this time they are serious. Haha yeah true. I'll try increasing the aggro range then to see if it does something. Thanks for the fast respond btw.
cleversheep Posted February 6, 2014 Posted February 6, 2014 I was hoping someone could help me with two issues I'm having: 1. The auto-submit function only triggers at 0 health, no matter what percentage it's set to in the MCM menu. 2. Submitting doesn't work - enemies de-aggro, followed by the message 'you're still in combat', followed by them all attacking me, followed by 'your wounds are mortal'. Tried with various radius settings. Oddly, sometimes the submit seems to start working as soon as I've died due to the 'mortal wounds' - as I ragdoll, the 'gold loss' sound plays and my weapon's unequipped. Seems to be a bit better with Populated Forts disabled - the health problem is still there, but submitting works about 20% of the time. Papyrus log attached. Thanks!
Guest Posted February 6, 2014 Posted February 6, 2014 Is there any way to change the animation for being bound up? Whilst the one they have is fine, Zaz did make more animations than just one. It'd be neat if one was chosen from the list, or if there was a pillory nearby you get shoved into one of those.
dkatryl Posted February 6, 2014 Author Posted February 6, 2014 Found a bug with the deathproof option. It persists even after the mod is uninstalled, making it so you never die, getting stuck in the knocked down stance whenever you run out of HP. Making sure you have the option set to off before you uninstall prevents any problems. On another note, Is there a reason why this mod doesn't support animations with 3+ actors? This is pretty much the only thing that makes me pick Defeat over Submit, if support could be added that would be awesome. Yes, as already mentioned, you need to turn off death proofing before uninstallation. The protected flag is turned on, and since it is a standard Skyrim flag, it has no reason to turn it off in the event of you removing the mod. Toggling death proofing off will turn off the flag, and then you should be free to remove the mod. Alternately, I believe there is a simple console command that can be used if this step was forgotten. As to the 3+ stuff, I've commented multiple times on this. There isn't enough valid animations to support it being worth the trouble. Unless you really like going "Oh looks, Devil's 3-way. Devil's 3-way again. Woah! Devil's 3-way once more!" or fight an unusually high amount of falmer/draugr.
dkatryl Posted February 6, 2014 Author Posted February 6, 2014 Dumb question, but how do I involve my follower in a submit scenario? The enemy submits, and my morality level for followers is at 3, but I dont know where/how to select the dialogue option. It *SHOULD* be a simple process of talking to the defeated opponent like normal, selecting the "share you with my friend", then talk to your follower, and give them the option to either have them entirely or join them.
dkatryl Posted February 6, 2014 Author Posted February 6, 2014 Is there any way to change the animation for being bound up? Whilst the one they have is fine, Zaz did make more animations than just one. It'd be neat if one was chosen from the list, or if there was a pillory nearby you get shoved into one of those. I don't even use the Zaz pack, so I'm just happy I was able to get an alternate one working without ever having installed it in the first place.
dkatryl Posted February 6, 2014 Author Posted February 6, 2014 I was hoping someone could help me with two issues I'm having: 1. The auto-submit function only triggers at 0 health, no matter what percentage it's set to in the MCM menu. 2. Submitting doesn't work - enemies de-aggro, followed by the message 'you're still in combat', followed by them all attacking me, followed by 'your wounds are mortal'. Tried with various radius settings. Oddly, sometimes the submit seems to start working as soon as I've died due to the 'mortal wounds' - as I ragdoll, the 'gold loss' sound plays and my weapon's unequipped. Seems to be a bit better with Populated Forts disabled - the health problem is still there, but submitting works about 20% of the time. Papyrus log attached. Thanks! Papyrus.0.txt I'll take a look at the log after work, see if any submit related errors/warnings are in there.
Cyrotek Posted February 6, 2014 Posted February 6, 2014 Was the issue reproducable, so no matter how many times you tried it on them, you had the same result. (i.e. some kind of fluke or a systemic issue that hasn't come up before) Well, my small problem is, that i do not have any Savegame that are not hours before that part, so this is sadly all i have. :x I will be more careful next time something like this happens.
Para Posted February 6, 2014 Posted February 6, 2014 I'm having the problem with autosubmitting at 0 health. I can not move and get full health but then the message 'you're still in combat' and enemies continue attacking and I die (or Defeat kicks in on 30-5% health) Everything worked fine some time ago, maybe it hat something to do with SexLab update.
srayesmanll Posted February 6, 2014 Posted February 6, 2014 Dumb question, but how do I involve my follower in a submit scenario? The enemy submits, and my morality level for followers is at 3, but I dont know where/how to select the dialogue option. As Dkatryl posted as a response: It *SHOULD* be a simple process of talking to the defeated opponent like normal, selecting the "share you with my friend", then talk to your follower, and give them the option to either have them entirely or join them. Are you using a multi-follower mod? AFT, UFO, EFF, etc? If so, then you may be out of luck. I haven't seen the dialog option in forever now, and I use AFT. If I remember correctly, D's code checks the standard way to check to see if you have a follower (basically, if number of followers is not 0 - don't know the specific variable). Problem I think comes in is that the mfm (multi-follower mods) reset that counter to 0 when adding a follower to their management system so that the normal "follow me" vanilla dialog will work when recruiting additional followers. I used UFO in the past, but never with SexLab and the related mods so not sure about that one. I've only used AFT with SL/Submit. Others I believe have said the EFF works but not 100% on that. Anyway, if you using a mfm, that may be your source of the problem. I am considering a run through without using AFT (I really like the outfit controls, that's why I was using AFT) since I rarely use more than 1 follower at a time anyway (they seem to get in my way and irritate the holy-fuck out of me), and I'll see if the "sharing" dialog reappears.
dkatryl Posted February 6, 2014 Author Posted February 6, 2014 Are you using a multi-follower mod? AFT, UFO, EFF, etc? If so, then you may be out of luck. I haven't seen the dialog option in forever now, and I use AFT. If I remember correctly, D's code checks the standard way to check to see if you have a follower (basically, if number of followers is not 0 - don't know the specific variable). Problem I think comes in is that the mfm (multi-follower mods) reset that counter to 0 when adding a follower to their management system so that the normal "follow me" vanilla dialog will work when recruiting additional followers. I used UFO in the past, but never with SexLab and the related mods so not sure about that one. I've only used AFT with SL/Submit. Others I believe have said the EFF works but not 100% on that. Anyway, if you using a mfm, that may be your source of the problem. I am considering a run through without using AFT (I really like the outfit controls, that's why I was using AFT) since I rarely use more than 1 follower at a time anyway (they seem to get in my way and irritate the holy-fuck out of me), and I'll see if the "sharing" dialog reappears. Oh, if *THAT* is the source of the issue (The count being reset), then that should be easy enough to handle. I do two checks, making sure the count is >= 1 AND the target is a teammate. Belts and suspenders, as my boss likes to call it when doing PLC programming and dealing with particularly critical things. I don't use AFT or anything, so that's probably why I wasn't seeing the problem, and the option appeared for me.. If the count is just getting set to 0, then I can just remove that part of the check and only look to see if they are considered a teammate. Which means, if you are not scared of the CK, you should be able to open it up yourself, go to the player dialog tab of the _SLSubmit quest, and find the topic entry for that and just remove that check yourself, since I don't know when I'll be next working on the mod.
XunTzu Posted February 6, 2014 Posted February 6, 2014 Turned off many things, still no good.Gonna try a clean game with only the bare reqs running and see from there later.
srayesmanll Posted February 6, 2014 Posted February 6, 2014 Are you using a multi-follower mod? AFT, UFO, EFF, etc? If so, then you may be out of luck. I haven't seen the dialog option in forever now, and I use AFT. If I remember correctly, D's code checks the standard way to check to see if you have a follower (basically, if number of followers is not 0 - don't know the specific variable). Problem I think comes in is that the mfm (multi-follower mods) reset that counter to 0 when adding a follower to their management system so that the normal "follow me" vanilla dialog will work when recruiting additional followers. I used UFO in the past, but never with SexLab and the related mods so not sure about that one. I've only used AFT with SL/Submit. Others I believe have said the EFF works but not 100% on that. Anyway, if you using a mfm, that may be your source of the problem. I am considering a run through without using AFT (I really like the outfit controls, that's why I was using AFT) since I rarely use more than 1 follower at a time anyway (they seem to get in my way and irritate the holy-fuck out of me), and I'll see if the "sharing" dialog reappears. Oh, if *THAT* is the source of the issue (The count being reset), then that should be easy enough to handle. I do two checks, making sure the count is >= 1 AND the target is a teammate. Belts and suspenders, as my boss likes to call it when doing PLC programming and dealing with particularly critical things. I don't use AFT or anything, so that's probably why I wasn't seeing the problem, and the option appeared for me.. If the count is just getting set to 0, then I can just remove that part of the check and only look to see if they are considered a teammate. Which means, if you are not scared of the CK, you should be able to open it up yourself, go to the player dialog tab of the _SLSubmit quest, and find the topic entry for that and just remove that check yourself, since I don't know when I'll be next working on the mod. It's more of a guess on my part from reading either AFT or EFF. They mentioned something about setting the count back to zero. I assume this is how most of them (mfm) work to be able to use the vanilla "follow me" dialog for subsequent followers. Otherwise they would create their own "follow me" which is what I think UFO did in the past, but not 100% on that (stopped using it a loooonnng time ago). Like I mentioned above, I rarely used more than one follower - I tend to play thief/assassin based loner types, so having 50 tanks clanking around behind me was a little bit too noisy . What I liked about AFT was that I could give my concubines (read that as "followers") specific city/home/adventuring outfits that they would wear even if not following. Like having Lydia walk around walk around the city in a nice skimpy armor, but walk around Breezehome in dress shoes, fishnet stockings/gloves, nipple rings, and a ring gag... (Ok, said too much there... ). Anyway, I rarely used the true following features, just the outfits. If I keep using AFT, I'll give that change a try in the CK, but frankly if I can find a mod that does the same kind of outfit control, I'd drop AFT in a heartbeat. Puppet Master from here seems to be able to set the main outfit, and maybe that's all I need. I'm still looking into it.
Itski Posted February 6, 2014 Posted February 6, 2014 Are you using a multi-follower mod? AFT, UFO, EFF, etc? If so, then you may be out of luck. I haven't seen the dialog option in forever now, and I use AFT. If I remember correctly, D's code checks the standard way to check to see if you have a follower (basically, if number of followers is not 0 - don't know the specific variable). Problem I think comes in is that the mfm (multi-follower mods) reset that counter to 0 when adding a follower to their management system so that the normal "follow me" vanilla dialog will work when recruiting additional followers. I used UFO in the past, but never with SexLab and the related mods so not sure about that one. I've only used AFT with SL/Submit. Others I believe have said the EFF works but not 100% on that. Anyway, if you using a mfm, that may be your source of the problem. I am considering a run through without using AFT (I really like the outfit controls, that's why I was using AFT) since I rarely use more than 1 follower at a time anyway (they seem to get in my way and irritate the holy-fuck out of me), and I'll see if the "sharing" dialog reappears. Oh, if *THAT* is the source of the issue (The count being reset), then that should be easy enough to handle. I do two checks, making sure the count is >= 1 AND the target is a teammate. Belts and suspenders, as my boss likes to call it when doing PLC programming and dealing with particularly critical things. I don't use AFT or anything, so that's probably why I wasn't seeing the problem, and the option appeared for me.. If the count is just getting set to 0, then I can just remove that part of the check and only look to see if they are considered a teammate. Which means, if you are not scared of the CK, you should be able to open it up yourself, go to the player dialog tab of the _SLSubmit quest, and find the topic entry for that and just remove that check yourself, since I don't know when I'll be next working on the mod. 'Set playerfollowercount to 1' in console also works, as long as there is a active follower at the time of use
ppdog Posted February 7, 2014 Posted February 7, 2014 @dkatryl Hello, I have tested the newest version but there're still some problems. Since my dragonborn was tied up and left in the wild, and I try to press the struggle key to loose the rope but suddenly the bandits were all return and the mod said I was attempting to submit to them again, even though the bandits had already walked far far away. This situation was keep happening again and again just like a dead circle then my dragonborn just stuck there and I have to load the previous save... Is there any solution for this? Anyway, thanks for the good work again!
ppdog Posted February 7, 2014 Posted February 7, 2014 @dkatryl Hello, I have tested the newest version but there're still some problems. Since my dragonborn was tied up and left in the wild, and I try to press the struggle key to loose the rope but suddenly the bandits were all return and the mod said I was attempting to submit to them again, even though the bandits had already walked far far away. This situation was keep happening again and again just like a dead circle then my dragonborn just stuck there and I have to load the previous save... Is there any solution for this? Anyway, thanks for the good work again! And your previous version 29DEC 2013 1633 doesn't seem like have this issue...
Carida Posted February 7, 2014 Posted February 7, 2014 Greetings, I am using the latest version, if I am not mistaken and I am one of those having the "you're still in combat" message and then getting "your wounds are mortal" and then dieing. So because this was my fourth mod ever when I started skyrim and I am fond of it, I pretty much ran all over the place testing it and seeing if I could get it to work properly. Honestly this is the first time its just not worked for me. So.. after much running around and attempting submits, because even the manual submit was not working. Putting the slider to 2k didn't work either. FInally I got it fire a few times in jorvaskar.. attacked a few in there and then submitted to them, they would do their thing and before she was tied actually I'd get the "you're still in combat" message, then she'd get tied up and kneel and then I'd work on freeing here. Here's the log. I checked it for SLsubmit and its in there. Unfortunately I cannot make heads or tails of it all, but I hope its of some kind of use. -C Papyrus.0.rar
XunTzu Posted February 7, 2014 Posted February 7, 2014 Alright, did a clean install with only min mods I wanted and it seems to work now.Might've been running too many things, prob is, that it's very....rough while running Frostfall, Realistic Needs Diseases and a few other immersion mods.
Tokoshoran Posted February 7, 2014 Posted February 7, 2014 How do you get out of the bindings once you submit? I wound up stuck there, kneeling in bindings, as my companions finished off the foe that had assaulted me (was that the issue?), and then had to just wait as the attention attraction percent kept going up until I finally got noticed by another enemy (who, too, was attacked by my companions)
dkatryl Posted February 7, 2014 Author Posted February 7, 2014 How do you get out of the bindings once you submit? I wound up stuck there, kneeling in bindings, as my companions finished off the foe that had assaulted me (was that the issue?), and then had to just wait as the attention attraction percent kept going up until I finally got noticed by another enemy (who, too, was attacked by my companions) Push the hotkey to make escape attempts. If you have the DD plugin installed, I think there is an alternate means, but I didn't make the plugin, so you should check that thread for more info on it.
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