LLwpex01 Posted December 4, 2013 Posted December 4, 2013 Possible to have an option for the dialogue text to only show up for females or males and an ability to toggle both?
Ronin13 Posted December 4, 2013 Posted December 4, 2013 Hi For some reason i'm having trouble with submit and other sexlab related mods. When using the submit shout (target yields), the NPC will cower, strip and the trade menu will open. Once the trade menu closed, the NPC will stand around (naked) and just hang around. No sex no nothing. I am pretty sure it has to do with another mod on my game, but for the life of me i dunno which. With other mods (such as comfort) i will sometimes get a message "sexlab animation failed to start (-1)" Any ideas? At that point, you now need to use dialog with the NPC to demand whatever from the list of choices. Although that description doesn't sound correct. If you use the shout and/or grapple, they will cower, but not strip and open trade menu. That only happens after you select something from the dialog. Hi Thx for the reply. I wasn't clear enough in my post, after the submit shout the dialog comes up "Submit or Die" and then the next option that comes up the leads to the rape scene. As i said, the problem i'm having is the animation fails to start. I'm pretty sure it has nothing to do with the submit mod, but i thought i'd start here.
dkatryl Posted December 4, 2013 Author Posted December 4, 2013 Thx for the reply. I wasn't clear enough in my post, after the submit shout the dialog comes up "Submit or Die" and then the next option that comes up the leads to the rape scene. As i said, the problem i'm having is the animation fails to start. I'm pretty sure it has nothing to do with the submit mod, but i thought i'd start here. Ah, that's sounds more like what I would expect. Okay, rule out some of the easily overlooked stuff: Do you have any valid 'aggressive' animations checked in the Framework? Do you use other mods/etc, and can play the aggressive animations with those? Do consensual ones play if/when you use the speechcraft options?
dkatryl Posted December 5, 2013 Author Posted December 5, 2013 If it does not, then the camera is just going to be locked while you do bandits doggy style as a doggy. And just say "blame the werewolf, not me! in the notes " Okay, despite everything I've tried, camera seems to remain locked, so I am not going to spend anymore time on it. Short of it, you can have your way with NPCs while a werewolf now, the camera just gets locked, due to the quirks of being a werewolf. The camera rotates properly as a Vampire Lord. Crossing this off the list as completed, on to the rest!
Ashra XIII Posted December 5, 2013 Posted December 5, 2013 Well there's always TFC, which I sometimes have to use even for human on human sex, due to other weird issues with the environment. Still pretty awesome that you're getting this stuff in Submit! I actually managed to rape someone as a werewolf with Defeat, but in order to get the context menu, you've got to knock your opponent to the 'taking a knee' phase... which is pretty hard with the werewolf + combat mods I had running. I'm kinda curious what the process is when submitting to a creature, though. Putting your hands up in the air in the classic 'surrender' pose seems a little odd.
dkatryl Posted December 5, 2013 Author Posted December 5, 2013 I'm kinda curious what the process is when submitting to a creature, though. Putting your hands up in the air in the classic 'surrender' pose seems a little odd. As it stand, largely the same, minus the lead up smacks to the face. Just like being bound after doesn't make a lot of sense, but, eh, not going to re-work the entire thing just for that. Belay that, it basically goes immediately into "Bleedout" mode, then the stripping/sexin's start. But will still do the post-sex binding, because, yeah, not going to come up with a second system.
Ashra XIII Posted December 5, 2013 Posted December 5, 2013 Totally understandable, I was just curious. The binding can kinda make sense for some creatures anyways, just not animals. Trying to totally re-do that would be too much work for not enough gain, but I wonder... will creatures also steal my equipment?
dkatryl Posted December 5, 2013 Author Posted December 5, 2013 I'm probably going to only have it be the middle pool of creatures that can steal your stuff, what I consider the "sentient humanoid" ones. Falmer, Draugr, etc. Not so much on the Wolves, Spiders, Chaurus, etc. And while technically, Giants/Dragons are sentient, and will be included in the third group, meh, whatever. Don't care. Currently testing the "If left bound without escaping, have an increasing chance that they will have another turn. Got the timer cranked down to only 5 for testing to make the chance increase faster, and so far looks like it's working as intended. Just sitting there, watching my poor test girl on her knees, watching debug text scrawl by every 5 seconds, watching her get re-abused, then the process start over. Poor thing, I don't pay her enough! Edit: Okay, looks like that is working now, one more to check off the list. Only have a few more things left, really. Not going to promise anything but end of this weekend might end up being a semi-realistic date.
dkatryl Posted December 5, 2013 Author Posted December 5, 2013 Okay, down to the next thing on my list, which was "Verify reports about Follower's gear getting deleted instead of properly moved to a bandit inventory." I can confirm that it is apparently getting deleted. I'll figure out what happen and fix it as part of the update. Edit1: Found/Fixed the problem. An Alias had been relabeled, change didn't get applied to the script that stripped the follower. Edit2: On the subject of this, I remember someone mentioning losing quest items. Victim.RemoveAllItems(Victor,false,false) That is the command I use, and the second false is "remove quest items" As you can see, it's set false, so should not remove any quest items, and my testing confirms this.
Ashra XIII Posted December 5, 2013 Posted December 5, 2013 I am so excited to see all this progress! I am going to install this mod so hard when it's ready.
nutluck Posted December 5, 2013 Posted December 5, 2013 Very cool to hear about this weekend. Since I am new to Skyrim, I have spent the last week or so installing and uninstalling a lot of mods to find the ones I liked. Which caused I am sure stability issues. Now I just did a complete clean install of skyrim and all the mods. Was going to start playing again tomorrow but if you are this close to being done on the update. I might just wait till you are finished so I can start a fresh game with the improved submit in place.
Corpus Vile Posted December 5, 2013 Posted December 5, 2013 Hey - great mod, probably my favourite one among those made for the SL framework, and I'm definitely looking forward to the new update. I got a question though: are captives supposed to run away if left... unattended? To summarise, I was near Falkreath, and three bandits thought it a good idea to assault me. Before killing the last one I decided there was no reason not to turn her in for a bounty, so I captured her and told her to wait while I proceeded to loot the bandits' camp. At this stage she was kneeling there, bound, which is pretty much what she was supposed to do, I'd think. I thus looted the place (and admittedly took my time to do so), you know, peeked into every single sack and barrel, unlocked a chest, picked up a few things laying around... and when I finally turned around all I saw was my horse staring back at me. From an in-game perspective that made perfect sense, I mean, why would she just sit there if given ample chance to walk away? But yeah, is that supposed to happen or was it some sort of glitch? I should point out that I never had a problem before that, but then again I had never left my prisoners waiting for me. On an unrelated note, whenever they are in "follow" mode they'll appear to be bound while walking, but they just seem to use the standard animation while running (that is, unbound) only to return to a bound state as soon as they stop/slow down. But that's just a very minor thing anyway.
dkatryl Posted December 5, 2013 Author Posted December 5, 2013 IIRC, the "bound in place" should technically be indefinitely, unless you select someone else to be your sucker to turn in. Or something? At work, can't look, but that's what I recall was the intent. As to the bound wrist while running, yeah, they don't hold to the bound animation once they do anything that is beyond a simple walk, which is why I give them an Alias AI Package that periodically puts them back to bound. I seem to recall that I would need to give them an item or something, (i.e. Zas manacles or something?) or a step beyond what I cared to do for something that is purely cosmetic and not a main focus of the mod.
pinky6225 Posted December 5, 2013 Posted December 5, 2013 Looks good, on the consensual dialogue side of the mod is there any chance we could get an option to have a NPC move in with us at our player owned homes once the relationship value gets high enough (bit like how a NPC's home location becomes your house if you make them a steward if that's possible).
dkatryl Posted December 5, 2013 Author Posted December 5, 2013 Looks good, on the consensual dialogue side of the mod is there any chance we could get an option to have a NPC move in with us at our player owned homes once the relationship value gets high enough (bit like how a NPC's home location becomes your house if you make them a steward if that's possible). I think that's a bit beyond the scope of this mod, but isn't there already several mods that accomplish this?
pinky6225 Posted December 6, 2013 Posted December 6, 2013 Not that i'm aware of, you can use the stock marriage facility in skyrim to get one single NPC to your house and you can also use a slavery mod such as paradise halls to get up to 15 (i say 15 as thats the mod description but the mod always stops working for me when i reach 5 when i had it installed) to a location but that's very non-consensual (why i didn't mention it as well since we'd definately be crossing into area's covered by other mods) But with your mod your able to chat up pretty much any NPC which is cool so being able to run away with the wife/husband you've seduced a lot just seemed a natural progression.
srayesmanll Posted December 6, 2013 Posted December 6, 2013 Not that i'm aware of, you can use the stock marriage facility in skyrim to get one single NPC to your house and you can also use a slavery mod such as paradise halls to get up to 15 (i say 15 as thats the mod description but the mod always stops working for me when i reach 5 when i had it installed) to a location but that's very non-consensual (why i didn't mention it as well since we'd definately be crossing into area's covered by other mods) But with your mod your able to chat up pretty much any NPC which is cool so being able to run away with the wife/husband you've seduced a lot just seemed a natural progression. There is this one: http://www.nexusmods.com/skyrim/mods/18045 . It's limited to followers (not all NPCs), but there are mods that can turn any NPC into followers, so maybe the combination of the 2 can do what you want. Still, not automatic through dialog, but you can get an NPC (follower) to live with you anywhere.
Corpus Vile Posted December 6, 2013 Posted December 6, 2013 IIRC, the "bound in place" should technically be indefinitely, unless you select someone else to be your sucker to turn in. Or something? At work, can't look, but that's what I recall was the intent. As to the bound wrist while running, yeah, they don't hold to the bound animation once they do anything that is beyond a simple walk, which is why I give them an Alias AI Package that periodically puts them back to bound. I seem to recall that I would need to give them an item or something, (i.e. Zas manacles or something?) or a step beyond what I cared to do for something that is purely cosmetic and not a main focus of the mod. I didn't enslave anyone else in that case but that's all right, I'll inevitably run into some weird stuff every now and then, especially considering the number of resource intensive mods I'm running. I'm surprised it happens so rarely, actually... As for the animation thing, yeah, I'd guessed it just wasn't worth the bother. Regardless, thanks for replying.
dkatryl Posted December 6, 2013 Author Posted December 6, 2013 I didn't enslave anyone else in that case but that's all right, I'll inevitably run into some weird stuff every now and then, especially considering the number of resource intensive mods I'm running. I'm surprised it happens so rarely, actually... As for the animation thing, yeah, I'd guessed it just wasn't worth the bother. Regardless, thanks for replying. Hrm, now that I'm at home and can look at stuff, when you tell them to stay, they are set to the ActorBountyStay Alias, pushing any previous NPC out of that slot. They are then told to do the kneel animation, and that Alias has a package that has a "DoNothing" template, with ignore combat and everything. In theory, they should stay indefinitely until you either talk to them again or you get another bounty and tell that one to stay. The only other reason I could think of is maybe you move away far enough and it reset the cell? Not sure. Ah well, the bounty thing was just a little something I did for the lulz, mainly to help get some quick starting cash on a new character, so I didn't really do too much, as I wasn't trying to make a complicated and in depth slavery system.
dkatryl Posted December 6, 2013 Author Posted December 6, 2013 Okay, after getting the (amazingly obvious and easy to implement) answer from Ashal on dynamically aborting a sex scene so the indecency guards can actually wait for you to be getting it on BEFORE they come yellin', I was able to remove the half-ass work around and do it correctly. (The MCM option to have guard ignore consensual public sex is still there) With the next update, I'm also going to try to put that same trigger with each push of the hotkey as a safety catch-all. It won't do anything under normal circumstances, and it will immediately cancel all sex scenes, immediately triggering their post-sex scene, whatever that may be, so don't push the hotkey if you don't want to prematurely end your scene. But, in the event that you get hung up and stuck in a scene (like you didn't have any valid scenes selected so you just stand there frozen), it should, in theory, free you up by cancelling the scene. Which, leaves me with only 2 things on my list: Random autosurrender once under the threshold as opposed to 100% on the first hit, and creature support. Will probably do the autosurrender thing tonight, the creature support tomorrow night, and spend Sat doing some more testing, update Sunday. At least that's the plan for now.
dkatryl Posted December 6, 2013 Author Posted December 6, 2013 Well, *THAT* turned out to be easy as hell. A few math statements later, tested it by setting the threshold at 100% (meaning was always on) and the starting chance at 0%, and just found a few bandits to smack on me while I used a heal spell and watched the test debug spam. Sure enough, as my health slowly went down, the chance slowly went up, when I healed myself up a little, the chance went back down, proportional to whatever threshold/chance settings I started with. So, that's done, that just leaves the creature support stuff.
Ashra XIII Posted December 6, 2013 Posted December 6, 2013 I've been continually amazed at how easily you've gotten through these different hurdles of adding stuff to your mod. When I saw the list of new features and tweaks you had initially set, I internally groaned and thought it would take forever to do all that stuff, if it was even possible at all! But here you are, knocking these things down one after the other. I am truly amazed and even more eager to get my hands on this update!
dkatryl Posted December 6, 2013 Author Posted December 6, 2013 I actually got the basic multi-tiered creature support for the manual surrender working last night, tested all of the various "sentient" races vs NPCs by copious use of the setrace debug command on my unsuspecting bandit participant. "Surprise, you're a draugr, now you're a troll, now you're a falmer, hah!" Still need to test through the "Nonsentient" races, make sure they work and only on their setting, and for some reason the non-NPC auto surrender didn't work during testing, so I probably have a flag not quite set. It was late when I got around to it, so I'll finish it tonight, which then means pretty much just some further testing of everything, plus copying over all of the new English strings to the non-english MCM translation file to package with everything else. So, should have it up either late tonight or sometime on Sat from the looks of it.
shinji72 Posted December 6, 2013 Posted December 6, 2013 If so..."My dear fiancee.'I've got work to do this weekend. They're shipping me out of town/country. Possibly sending me in another continent. Hope to have internet or phone connection available, but not sure. See you next Monday. Kisses. I'll miss you so much".
nutluck Posted December 6, 2013 Posted December 6, 2013 So tomorrow looks like when I get to restart my skyrim adventures. Since finally decided on all the mods, turns out if you install and uninstall a ton of mods it makes the game unstable. But now I have all the ones I want to use and decided a fresh install of everything was in order. Have just been waiting to start till submit was updated. I ended up opting out of using frostfall, while it is a cool mod. It does cause some issues with many of the sex mods here. Namely you freeze to death with no clothes on.
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