dkatryl Posted October 20, 2013 Author Posted October 20, 2013 I have to admit, with many of the recent SL Framework issues Ashal has been struggling with, it has really sucked the wind out of my sails to work on the mod. But, since it looks like Ashal has gotten the worst of the wonky bugs taken care of (no more rotated partners for me with 1.24 being released. Yay! ) I'll be looking to get back on this and try to have the update finished sometime Sunday night. As it is, it's waaaay past my bedtime!
cartixio Posted October 20, 2013 Posted October 20, 2013 I know I can get down and dirty in the middle of Whiterun with a guard 10 feet away if I escort my partner behind a building for some romantic fucking in the dirt between the bushes with a rock sticking her in the shoulder. And then, when I'm done, and she's picking sticks and grass out of her hair, and I'm all like, "So how's it feel to be Dragonboned?" And she's all like, " " because I'm all smoov and shit. Best thing ive read all day
dkatryl Posted October 20, 2013 Author Posted October 20, 2013 20OCT13, ~1636CST: Updated certain Sexlab calls to utilize newer functions available in the 1.20+ Framework. Replaced all Utility.Wait() calls in all scripts to using a custom GetRealTime() function. Revamped Speechcraft so that there is no more cooldown after failure. Instead, players incur a -15% penalty on subsequent attempts until they succeed once more. As a result, Speechcraft skill up checks will only be awards on successes. Revamped Post Coital Bliss to no longer use the While loop. I have never experienced any CTD due to this, but it's the only thing that seems to be common in all of the debug logs. The current setup is cruder, but hopefully will resolve the issue for those experiencing CTD's. Widened the sliding difficulty adjustment window from -25% to +25%. (Previous was 0 to +25%). I noticed I had trouble attempting the "Devil's 3-way" during a player submission, but it worked correctly during a consensual session, so I don't know what it wrong there. Let me know if others experience the same.
Lodakai Posted October 21, 2013 Posted October 21, 2013 Wooohooo!!! The update is in! Nice! Thanks for taking the time to throw this together despite your engine troubles this week. Right on schedule! you rock! RE-EDIT: Ignore this next comment. ------------------------------------------------- EDIT: Hrm. I disabled the old mod.. saved. Reloaded with no submit... resaved.. then loaded the new module. I'm getting something wonky with the dialogue percentages. I get a check on the first request.. and then another check on the persuasion response. Repeating this a few times.. I always get a success at low roll numbers. Could it be lingering remnants from the prior scripts in my save file? Maybe I am doing my clean save wrong? Should I maybe Idle for a while to let them run their course? Or perhaps a stacking rollover on the percentages?? I could start over but I'm thinking the old version works well enough until I have to restart the game or something. ------------------------------------------------- HAHA never mind. I get it now.. You want to score UNDER the percent chance. >< One question. Does the difficulty slider apply to dialogue attempts? Or only the submit stealth and shout attempts. The MCM did not mention dialogue
Lodakai Posted October 21, 2013 Posted October 21, 2013 I went ahead and tweaked the dialogue entry for making a request in TESVEdit to about 8 hours reset on the dialogue. It's flippin perfect! I figured it's easy enough for me to tweak the difficulty a bit that way instead of asking you to tweak around with the slider. You've done enough! hah =) Thanks for this!
Hollow_Fang Posted October 21, 2013 Posted October 21, 2013 Hope this is still in the works as it is the perhaps best and most comprehensive sex labs mod tmk
bob11 Posted October 21, 2013 Posted October 21, 2013 Hope this is still in the works as it is the perhaps best and most comprehensive sex labs mod tmk It was updated again yesterday Although it's supposedly feature complete as it is, so the only things that will be updated are bugs and possible rough edges.
Konig91 Posted October 21, 2013 Posted October 21, 2013 Hey I have this problem with SexLab Submit. I installed correctly everything according to the guide on the main page. Now every mod works but this one doesn't...when I want to talk to an NPC there's not dialogue option to engage romance. Also the MCM menu of Submit is a big mess, with symbols and words over each other. Later edit: oopsie daisy, I messed it up by renaming the files. Now it work so nevermind me
dkatryl Posted October 21, 2013 Author Posted October 21, 2013 Wooohooo!!! The update is in! Nice! Thanks for taking the time to throw this together despite your engine troubles this week. Right on schedule! you rock! HAHA never mind. I get it now.. You want to score UNDER the percent chance. >< One question. Does the difficulty slider apply to dialogue attempts? Or only the submit stealth and shout attempts. The MCM did not mention dialogue The difficulty slider applies to everything that has an "attempt" role. So that makes it applicable to: Ambush Grapple Shout Dialog About the only major feature that isn't affected is player surrender, because manual is just manual, and auto is determined by the health level you set.
shinji72 Posted October 21, 2013 Posted October 21, 2013 Personally I think the difficulty slider is perfect for roleplay, regarding the speechcraft seduction part. You're a gorgeous long legged young nord? You raise it to the max, at +25%. You're a rather nerdish mage or a ugly orc? You lower it at -25%. Maybe, if you really want to polish it, you could put two separate slide: one for the speechcraft and one for all the rest. After all we are talking at two different sets of skills. Physical power in case of ambush/grapple/shout. Charisma and appearance in case of speechcraft.
dkatryl Posted October 21, 2013 Author Posted October 21, 2013 I went ahead and tweaked the dialogue entry for making a request in TESVEdit to about 8 hours reset on the dialogue. It's flippin perfect! I figured it's easy enough for me to tweak the difficulty a bit that way instead of asking you to tweak around with the slider. You've done enough! hah =) Thanks for this! How did you do that? Previously, I did a deal that added a MagicEffect on failure that lasted 12/24/48 hours (lover/neutral/bribe failures, respectively), but Skyrim strips MagicEffects from NPCs when you change cells, so go in/out of a room, and you could try again. It was so horribly inconsistent that I just gave up and designed everything around endless attempts.
dkatryl Posted October 21, 2013 Author Posted October 21, 2013 Personally I think the difficulty slider is perfect for roleplay, regarding the speechcraft seduction part. You're a gorgeous long legged young nord? You raise it to the max, at +25%. You're a rather nerdish mage or a ugly orc? You lower it at -25%. Maybe, if you really want to polish it, you could put two separate slide: one for the speechcraft and one for all the rest. After all we are talking at two different sets of skills. Physical power in case of ambush/grapple/shout. Charisma and appearance in case of speechcraft. No argument there, I've just been hesitant to do anything that effects the MCM because then everything needs to be re-translated. There's probably a half dozen things that have been tempting to tweak that would involve the MCM, but have been largely minor enough to not really warrant the hassle, and this is kind of up there with it. But, if something comes along that forces my hand on the matter, then yeah, I'd probably hit up all of the little things that could be improved upon.
Kawauso Posted October 21, 2013 Posted October 21, 2013 At times I cannot submit manually even if I'm at low health. I press R then my submit hotkey and sometimes it draws my weapon instead of trying to submit. It can even happen that I shout and try to rape my enemy. I'm going to ask two really stupid questions: 1) Are they NPCs, and not creatures? Creature support is not... err... supported. 2) Are you sure you don't have the MCM surrender option unchecked. If it draws your weapon and you are in combat, it sounds like you have the option unchecked. It happens against all sorts of humans, mostly bandits since they are kind of everywhere. I'm not sure if a similar things happen with creatures, I didn't really pay attention to that since they aren't valid target. I had the option checked in MCM, even tried without the shout and grapple checked to avoid shouting my enemies. Turns out it didn't improve things so much.
dkatryl Posted October 21, 2013 Author Posted October 21, 2013 It happens against all sorts of humans, mostly bandits since they are kind of everywhere. I'm not sure if a similar things happen with creatures, I didn't really pay attention to that since they aren't valid target. I had the option checked in MCM, even tried without the shout and grapple checked to avoid shouting my enemies. Turns out it didn't improve things so much. Bandits are indeed the best test group, since they are what everything was originally designed around. But, why it isn't working for you, I don't know. I tested it several times over the weekend with some respawned bandits at Barrows Bleak or whatever starting dungeon that was called, making sure the revamped 1.20+ Framework stuff worked, and they did what they were supposed to do each time. Are you 100% sure there is no red dot anywhere on your radar in any direction? Only thing I can come up with is either you are still actually in combat with *some*thing, or something else must be interferring with the surrendering, but I am out of ideas as to what, considering it works just fine for me.
Lodakai Posted October 21, 2013 Posted October 21, 2013 I went ahead and tweaked the dialogue entry for making a request in TESVEdit to about 8 hours reset on the dialogue. It's flippin perfect! I figured it's easy enough for me to tweak the difficulty a bit that way instead of asking you to tweak around with the slider. You've done enough! hah =) Thanks for this! How did you do that? Previously, I did a deal that added a MagicEffect on failure that lasted 12/24/48 hours (lover/neutral/bribe failures, respectively), but Skyrim strips MagicEffects from NPCs when you change cells, so go in/out of a room, and you could try again. It was so horribly inconsistent that I just gave up and designed everything around endless attempts. You can do it in the creation kit as well as in TSEVedit. But one quirk that i found trying to play it is that this effects the dialogue attempt on ANY npc, so I had to scale it back to 2 hours. Basically it blocks that dialogue from anyone for the set time. I found it is a good limiter on spamming. In TESVEdit: To set the flag, expand the dialogue topic.. then expand the editor ID _SLSubmitSpeechTopic "Hold up a moment, there is something I want to discuss with you". Look in the single sub topic with a blank editor ID. If you scroll just under the VMAD section you will find the ENAM - Response flags. Set the reset hours to however many hours you want to hide that response once any npc uses it. In this case I put 2 In the Creation Kit: Load up the Submit ESP module. and select QUEST. double click on the _SLSubmit quest editor ID (should be at the top). Go into the Player Dialogue Tab In the left pane under Branches select _SLSubmitSpeech Editor ID In the middle pane under topics select _SLSubmitSpeechTopic You will see a single response on the right (this is important) double click on "<<shared>> Of course" in the right pane. Just under the responses text box where the flags are. Ther is a small box to the right side of Audio Output Override with hours until reset. In this case I set it to 2 The way it works is this. When an NPC uses this response, it blocks this response for the set number of hours from ALL the npc's this response applies to. If there is more than 1 response, I believe it brings up the dialogue again still, but will only give the responses that are not yet blocked. As you can see this has some limitations on application In this case it worked for me because there is only 1 Response and this response is not an automatic fail or success. It is simply a branch. I can block this branch by initiating the dialogue... and if I fail, then I can't make another attempt on ANY npc until this timer has run its course. <<Note it runs on game time not actual time>> Your dialogue structure really made it easy for me to do this and the effect is rather nice. 1-2 hours seems really ideal for me, but even a half hour or 15 minutes would make it feel a little more fluid because you cant simply spam the dialogue. You have to give the npc some space and either hang around them until you get another opening.. or move on. It feels so natural, I'm really enjoying this mod the way you made it.
dkatryl Posted October 21, 2013 Author Posted October 21, 2013 Ahh, gotcha. That is done at the dialog quest level, not at the NPC level. The method I had been using was at the NPC level, but since they lose the MagicEffect when you transition cells, its effectiveness was dubious at best. If that could be done at the NPC level, that would be peachy keen, but since it seems to be at the dialog quest level, that isn't a solution I would be satisfied with. But, if it works for you, super duper pooper scooper. That's what the CK and open source stuff is for!
Lodakai Posted October 21, 2013 Posted October 21, 2013 yes.. your method would have been much more ideal. Would a perk work?
dkatryl Posted October 21, 2013 Author Posted October 21, 2013 Not really. Adding them to a faction or whatever upon a failure to use as a check on the next time was easy, but you only want to do it for a set period of time, or else it would be indefinite. That is where the MagicEffect comes into place, attached to a self cast spell. Once it expired, you just run a short script on an event, OnEffectFinish() or something like that, and remove the faction or whatever. Easy peasy. Except that when you change cells, just going in/out a door even, and all MagicEffects on NPCs get wiped, regardless of how much time was really left on the spell. So at this point, I just said screw it, redesign it around unlimited attempts, albeit with a penalty on failures, and called it a day. I had contemplated adding a check to see if you failed enough times in a row (3+ or something), or just a short duration check (1 hour game time or something) then you're basically harassing them, and subsequent failed attempts would lower your relationship rank on those not your spouse/follower/housecarl/etc, down to a minimum of -1, but ultimately decided against what was probably a lot of unnecessary work for not much gain.
Lodakai Posted October 21, 2013 Posted October 21, 2013 Yea.. I think it works QUITE well enough as is =) There's only so much you can do to fight engine limitations. Great mod DK!
ZigNewton Posted October 21, 2013 Posted October 21, 2013 WAAAAAHOOOO! An update! Hopefully when I regain the motivation to learn to script, I'll probably be using your source files as references
WaxenFigure Posted October 22, 2013 Posted October 22, 2013 About the only way I can think of to do that speech spamming check would be to assign the target to a quest alias which could then have a script that clears the target from the alias after the appropriate amount of game time passes.
Kurosu Posted October 22, 2013 Posted October 22, 2013 I just wanted to say that I really enjoy how this mod uses audio responses from Skyrim. Makes it feel like it really fits, you know? Even if the dialogue is sometimes mildly inappropriate for the situation.
dkatryl Posted October 22, 2013 Author Posted October 22, 2013 About the only way I can think of to do that speech spamming check would be to assign the target to a quest alias which could then have a script that clears the target from the alias after the appropriate amount of game time passes. And the problem there is 1 NPC per alias slot. So I'm either making a hojillion alias slots, or the next NPC you chat up frees up the first one. There may be a clever way to do it, but it would probably be something that is WAAAAY more trouble than its worth. I am, however, tempted to add in the Rank penalty if you harass generic NPCs. Something like, if you fail, they get added to the Failure faction, you incur a -15% penalty on your next attempts. This persists until the next time you succeed, after which they are removed from that faction (until the next time you fail) This already exists and is how the 20OCT13 update works. From there, I would add a very short duration thing, something like a 1 hour game time MagicEffect. If you try again during this time and FAIL, then it drops the RelationshipRank by -1 each time you do this, to a minimum of -1. To avoid potential issues with important NPCs, this wouldn't happen on Spouse/Active Followers/Housecarls, but only on generic NPCs. I haven't done this yet, but that's what I'm pondering.
dkatryl Posted October 22, 2013 Author Posted October 22, 2013 I just wanted to say that I really enjoy how this mod uses audio responses from Skyrim. Makes it feel like it really fits, you know? Even if the dialogue is sometimes mildly inappropriate for the situation. There are many, many fitting sound clips I would have loved to use, but unfortunately, I was limited to the pool of DialogueGeneric Misc/Shared responses. And by and large, that's stuff like Persuasion/Bribe/Intimidation Pass/Fail responses, 'Just saw my friend die', and a bunch of other vague ones that I did the best I could to give a bit of variety with content that wasn't even remotely designed for them. Even still, custom voiced NPCs, like Karliah and such, are silent during these. Such a shame.
dkatryl Posted October 22, 2013 Author Posted October 22, 2013 20OCT13, ~1636CST: The option to 'de-victimize' NPCs that have been victimized has been added. This is primarily a failsafe incase you accidently target the wrong NPC or something. No new update, I just forgot a patch note.
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