Jump to content

Recommended Posts

Posted

Hrm, I'll have to check when I get home, but it should be there.  Perhaps I made it GetAV() instead of GetBaseAV() by mistake (The Calm spell lowers the Aggression by 3, so an Aggression of 2 becomes -1 while active, but the BaseAV Aggression remains at whatever.

 

I thought I had checked that to make sure it still worked, so I'll double check.

Posted

dkatryl  - one question for you: Since I have installed your mod and radiant prostitution too, most of the times when I submit npc, I've got interruption conversation option in which npc ask me for my services. Is there any possibility that those interruptions can be blocked?

Posted

I'm not at my computer right now but I think I saw an mcm option in radiant prostitution (the new version) where you can turn off npc approaches.

 

I haven't had a chance to test it much yet.

Posted

Stop whoring, before you leave a town/tavern.

 

 

I'm not at my computer right now but I think I saw an mcm option in radiant prostitution (the new version) where you can turn off npc approaches.

 

I haven't had a chance to test it much yet.

 

cgi - I purposely left that option on since I wanted my pc to make a money on his way of fulfilling the tasks. But thanks for advice.

 

pinute - you've right. I forgot on that option in new RP update. Thanks.

Posted

Looks like they already answered your question, which is good, because there is no way I could do anything about someone else's mod from within my own.

Posted

Your newest version has issues for people playing with futa mods such as SOS - Equipable Schlong and SOS - B3lisario UNP Addon. Basically mods that give females penises, its not a strapon (and if the box is ticked in sexlab, the strap on shows up on top of the penis) and with female/female intercourse only being limited to lesbian scenes its not working as intended.

Maybe make it toggleable so you can choose whether the scenes should be limited ?

Posted

Your newest version has issues for people playing with futa mods such as SOS - Equipable Schlong and SOS - B3lisario UNP Addon. Basically mods that give females penises, its not a strapon (and if the box is ticked in sexlab, the strap on shows up on top of the penis) and with female/female intercourse only being limited to lesbian scenes its not working as intended.

Maybe make it toggleable so you can choose whether the scenes should be limited ?

Last night, I made a minor revision on my copy that I haven't uploaded yet, as I am waiting to see if there are any major bug issues from the revamped system of pacifying NPCs that I need to address.

 

FF = Lesbian and/or Vagina are possible animations, since the latter handles strapons and such.

MM = Anal only, as Lesbian/Vagina ones don't make sense.

MF = Vagina only.  There is an Oral/Anal option if you want that as MF

 

I am not making an MCM option for that, but the addition of "Vagina" flagged animations to the FF should accomplish what you are asking about.

Posted

 "Hostile NPC Bounty Turn In" option is shown after going back to older mod version but its not available with new version...

I tried to install and uninstall new and old mod few times and tried multiple saves always with same result.

Okay, I got home and checked this on the bandits that take over the Helgen ruins and it worked just fine.

 

*ANY* ActorNPC with GetBaseAV("Aggression") >= 2 is a valid bounty target, as opposed to just those that happen to be in a select few set of factions.

 

If you are running into a target that you think should be a valid target, open the console, click on them, and then:

 

GetAV("Aggression")

GetBaseAV("Aggression")

 

I would expect the AV value to be 3 less than the BaseAV value, since the Calm effect lowers it by 3.  (A frenzied NPC with Aggression of 3 calmed would effectively have a 0)

 

If the BaseAV is a < 2, then what was the NPC called?  I'm hesitant to lower the threshold to 1, because I'm worried it will end up including far more than original intended.  (Like Guards and such?)

Posted

 

What is more puzzling is that the only thing common between those is the ShowGiftMenu() (http://www.creationkit.com/ShowGiftMenu_-_Actor) function, which is a standard Skyrim function.  I do nothing fancy there.

 

I am curious if you started a new game, and talked to one of the two guys in Riverwood, and he's like "Take what you need", he opens up a gift menu.  Would it crash then?  Because that's all I am doing at that point.

You were right, whole GiftMenu seems bugged right now, even without Submit plugged-in. It's either due to save corruption or my last installed mod screwed something.

 

I guess, I have to make a research tomorrow. Oh, well. Ideas what type of mod may cause such problems?

Posted

 

You were right, whole GiftMenu seems bugged right now, even without Submit plugged-in. It's either due to save corruption or my last installed mod screwed something.

 

 

I guess, I have to make a research tomorrow. Oh, well. Ideas what type of mod may cause such problems?

 

Good to hear Submit wasn't the culprit and could then become playable if/when you figure out what is affecting your ShowGiftMenu().

 

As to what would affect that, I have absolutely no idea.  Maybe do a search on Nexus or something to see if anyone mod talks about the Gift menu or something, maybe you downloaded something once upon a time that seemed irrelevant at the time and is now biting you in the ass?

Posted

I had a little bug, now when i submit to a ¨friendly¨ npc that caught me pickpocketing they just unsheath and my PC doesnt play any animations (¨the submit position with the hands up¨ and the cower animation) also the NPCs dont beat me, they just stand there and lose aggro, its just an awkward stare... I kind of miss that they beat me because i failed as a thief was a nice touch with the extra bounty.

 

With others hostile NPCs all the animations work like usual.

 

I tried the previous version and it worked like usual with both types of npcs. Is it just me?

Posted

 

 "Hostile NPC Bounty Turn In" option is shown after going back to older mod version but its not available with new version...

I tried to install and uninstall new and old mod few times and tried multiple saves always with same result.

Okay, I got home and checked this on the bandits that take over the Helgen ruins and it worked just fine.

 

*ANY* ActorNPC with GetBaseAV("Aggression") >= 2 is a valid bounty target, as opposed to just those that happen to be in a select few set of factions.

 

If you are running into a target that you think should be a valid target, open the console, click on them, and then:

 

GetAV("Aggression")

GetBaseAV("Aggression")

 

I would expect the AV value to be 3 less than the BaseAV value, since the Calm effect lowers it by 3.  (A frenzied NPC with Aggression of 3 calmed would effectively have a 0)

 

If the BaseAV is a < 2, then what was the NPC called?  I'm hesitant to lower the threshold to 1, because I'm worried it will end up including far more than original intended.  (Like Guards and such?)

 

NPC is Bandit (base aggression 1 and aggression -1 tried with old version and both are 0)

Posted

 

NPC is Bandit (base aggression 1 and aggression -1 tried with old version and both are 0)

The older versions all used a different method to pacify NPCs to stop combat, that is why they were 0.

 

Where was this Bandit?  If it was near the tower leading to Bleak Falls Barrow, then I'm not going to bother much on it, because there is something about that cell that has really wonky NPC AI behavior.  (It's the *only* place I've had NPC's with the re-agro bug)

 

Even the very fact that their base aggression is 1 and they were hostile suggests they would have done the re-agro thing with the old system, because aggression 1 means only attack other hostile actors, and it takes an aggression of 2+ to attack neutral actors.

 

Like I said, I went conservative on the first pass, because I didnt want all sorts of inappropriate NPCs getting included in the bounties.  I might take another look at it what kinds of NPCs are typically aggression == 1, and if it isn't a bunch of guards and civilians and such, then I don't see any harm in lowering the check to 1+.

Posted

I had a little bug, now when i submit to a ¨friendly¨ npc that caught me pickpocketing they just unsheath and my PC doesnt play any animations (¨the submit position with the hands up¨ and the cower animation) also the NPCs dont beat me, they just stand there and lose aggro, its just an awkward stare... I kind of miss that they beat me because i failed as a thief was a nice touch with the extra bounty.

 

With others hostile NPCs all the animations work like usual.

 

I tried the previous version and it worked like usual with both types of npcs. Is it just me?

Hrm, that was not intended.  Getting smacked by civilians and guards was still supposed to be in there, just not getting raped/robbed/etc.

 

I'll look into it, fix if needed.  There was a revamp in how I pacified NPCs before I StopCombat(), and I didn't check surrendering to civilian types specifically, only the hostile types, so it's indeed possible that something was missed.

 

This also kind of touches on the same thing as the previous response.  I went conservative and make it require a Aggression >= 2, but many "hostile" NPCs actually only are Aggression 1, but have factions or AI packages or something that make them attack the player, so they should.)

 

I think I may end up going back to the earlier faction check, but just add in an additionaly check that also included any NPC with an Aggression >= 2 as a catchall.  But this time I'll just make a custom function to do all of the work to check if they are naughty NPCs or not and reference that instead of listing out all of the possible factions over and over and over.

Posted

 

 

NPC is Bandit (base aggression 1 and aggression -1 tried with old version and both are 0)

The older versions all used a different method to pacify NPCs to stop combat, that is why they were 0.

 

Where was this Bandit?  If it was near the tower leading to Bleak Falls Barrow, then I'm not going to bother much on it, because there is something about that cell that has really wonky NPC AI behavior.  (It's the *only* place I've had NPC's with the re-agro bug)

 

Even the very fact that their base aggression is 1 and they were hostile suggests they would have done the re-agro thing with the old system, because aggression 1 means only attack other hostile actors, and it takes an aggression of 2+ to attack neutral actors.

 

Like I said, I went conservative on the first pass, because I didnt want all sorts of inappropriate NPCs getting included in the bounties.  I might take another look at it what kinds of NPCs are typically aggression == 1, and if it isn't a bunch of guards and civilians and such, then I don't see any harm in lowering the check to 1+.

 

Bandit was one of the female bandits in front of the entrance to Fort Greymoor. This is not something random or something that cannot be fixed... its fixed if i install old version of Submit (31 August) but with new version something is changed and messed up... Notice that NPC aggression is -1 (negative 1) so maybe it should be 0 in order for things to work properly like in previous mod version...

Posted

 

Bandit was one of the female bandits in front of the entrance to Fort Greymoor. This is not something random or something that cannot be fixed... its fixed if i install old version of Submit (31 August) but with new version something is changed and messed up... Notice that NPC aggression is -1 (negative 1) so maybe it should be 0 in order for things to work properly like in previous mod version...

Apparently, the part where I said "I was being conservative on this first pass as I wasn't sure if using >=1 vs >=2 would inadvertently include inappropriate NPCs" wasn't clear the first time... <_<

 

Previous system's pseudocode:

GetInFaction(Bandits) || GetInFaction(Necromancer) || GetInFaction(Forsworn) || GetInFaction(Warlock) || GetInFaction(Vampire) || GetInFaction(VampireThrall)

Pro: Every NPC that is in one of these factions is valid.

Con: Certain NPCs that one would expect to fall in this category actually don't belong to any of these factions, and I'm not going to list every possible faction in the game.  Also very tedious and spammy to add these checks in numerous places.

 

Current systems's pseudocode:

GetBaseAV("Aggression") >= 2

Pro: Much easier to implement, do not care if certain hostile NPCs are exceptions and don't belong to one of the listed factions

Con: It has become apparent that many NPCs have an BaseAV Aggression of 1, not 2, but either through Faction dependency or some wonky AI, they still attack the player on sight, and those NPCs aren't included.

 

BaseAV is all that matters, not the AV, because the Calm effect automatically adjusts the AV to a number, often negative, but the BaseAV remains untouched unless you do a SetAV("Aggression",0) command.  That is how the original system was done, but the problem with that is a naturally hostile NPC shouldn't really stay passive indefinitely. (I'm not making a slavery mod, nor do I care about slavery mods.  I will leave it up to the slavery mods to SetAV it as they see fit.)

 

But more importantly, I've already stated how I was going to address this entire issue only a post or two ago.

Posted

With Sexlab 1.2 on the horizon I've been thinking about switching to this mod from Sexlab Romance for the consensual stuff, but I have no interest in the other components. (The submission, bandit turn ins, rape etc.)

 

Can all that other stuff be disabled properly (meaning none of the scripts for that stuff running in the background)? Or would it be better to just stick with a simpler consensual mod?

I try and limit the mods I have in my game to only the stuff I absolutely want. I don't like to install a large mod and have scripts running when I only want to make use of 1 or 2 functions.

Posted

With Sexlab 1.2 on the horizon I've been thinking about switching to this mod from Sexlab Romance for the consensual stuff, but I have no interest in the other components. (The submission, bandit turn ins, rape etc.)

 

Can all that other stuff be disabled properly (meaning none of the scripts for that stuff running in the background)? Or would it be better to just stick with a simpler consensual mod?

I try and limit the mods I have in my game to only the stuff I absolutely want. I don't like to install a large mod and have scripts running when I only want to make use of 1 or 2 functions.

100% of it can be disabled.

 

The Submit Hotkey can be disabled with a MCM option, as well as player surrender.

 

And if you only want 'consensual' sex, then there is also a MCM option to turn off rape, so that when you are chatting up some random NPC, the 'Coercion' option is disabled as well, as that would result in nonconsensual sex.  This leaves just the Seduction & Bribery options.

 

As to "scripts running in the background", pretty much all of the scripts involved are 'on demand' type things, so if the Submit Hotkey is never triggered, or the player never surrenders, etc, then those associated scripts are never called.

Posted

I thought i read about you can now get 2 submitted bandits to follow you so you can turn them in but somehow every time i ask the first one to follow it goes correctly but the second one cancels the first one out again ??

Posted

I thought i read about you can now get 2 submitted bandits to follow you so you can turn them in but somehow every time i ask the first one to follow it goes correctly but the second one cancels the first one out again ??

I never said anything about having 2+.  In fact, I specifically said I am *not* entertaining having multiple simultaneous bounties and such, because I was not adding the extra Aliases it would involve, plus managing which one takes which Alias slot, etc.  As well as the bounty turn in stuff was something done on a whim, not making a slavery system, etc etc.

 

What you may have read was the part about the determing what is a valid bounty NPC is any NPC that has BaseAV Aggression >= 2.

Posted

 

 

Bandit was one of the female bandits in front of the entrance to Fort Greymoor. This is not something random or something that cannot be fixed... its fixed if i install old version of Submit (31 August) but with new version something is changed and messed up... Notice that NPC aggression is -1 (negative 1) so maybe it should be 0 in order for things to work properly like in previous mod version...

Apparently, the part where I said "I was being conservative on this first pass as I wasn't sure if using >=1 vs >=2 would inadvertently include inappropriate NPCs" wasn't clear the first time... <_<

 

 

But more importantly, I've already stated how I was going to address this entire issue only a post or two ago.

 

Yeah sorry I was in a hurry and didn't see that other response from you coz it had someone elses comment qouted.

Posted

Hey dkatryl, I've switched to submit from romance on this playthrough, expecting submit to be reasonably futureproofed :)

 

The only issue I've come across is that when I successfully seduce an npc (Hulda, for example), if I open a dialogue quickly enough after the completion of a sex act I get another opportunity to have sex without a speech/whatever check. Not that I'm complaining too much, it's kinda nice to take someone from a 0 to a 4 relationship with nothing but a single check but I'm not sure that's what you intend.

Posted

Hey dkatryl, I've switched to submit from romance on this playthrough, expecting submit to be reasonably futureproofed :)

 

The only issue I've come across is that when I successfully seduce an npc (Hulda, for example), if I open a dialogue quickly enough after the completion of a sex act I get another opportunity to have sex without a speech/whatever check. Not that I'm complaining too much, it's kinda nice to take someone from a 0 to a 4 relationship with nothing but a single check but I'm not sure that's what you intend.

Oh right, I think I encountered that a number of times.  If you talk to them immediately after the animation, you can freebies :P  Because the dialogue is the one where you drag the npc around for privacy, I'm not sure if this occurs only when you select the privacy options instead of the immediate sex option or if it occurs either way if you're fast enough.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...