dkatryl Posted December 7, 2013 Author Posted December 7, 2013 Yep, as I suspected, adding in creatures is easy enough, to a degree. But then when you figure in wonky scenarios, where it's a mixed group of creatures, and all bets are off. In my "let's see if we can break it" test, I went to helgen, ran around until I had 5 bandits after me, got to a clearing, then used the console command to SetRace each to a different type of creature. Let's just say, things got interesting. So I'll be spending some time trying to handle those kind of weird scenarios.
velocitas eradico Posted December 7, 2013 Posted December 7, 2013 The more experience you have in doing this in general, the easier it will be to pick up on the specifics for whatever new game or whatever you're into, because you've practiced the mental habits needed to learn HOW to do things. I started modding games back in the late 90's and earlier 00's with the Baldur's Gate and Diablo 2 series, using 100% 3rd party, fan made modding tools that were fully created by someone with far more knowledge than me reverse engineering things enough to cobble together those tools. We're almost spoiled with official toolkits and such! Oh the good old days of Modding Diablo II, things where so much simpler then. Tab delimited, Olly Debug and exporter, sigh. The creation kit makes my head explode. Though following this conversation makes me want to take a peek again.
Ashra XIII Posted December 7, 2013 Posted December 7, 2013 Yep, as I suspected, adding in creatures is easy enough, to a degree. But then when you figure in wonky scenarios, where it's a mixed group of creatures, and all bets are off. In my "let's see if we can break it" test, I went to helgen, ran around until I had 5 bandits after me, got to a clearing, then used the console command to SetRace each to a different type of creature. Let's just say, things got interesting. So I'll be spending some time trying to handle those kind of weird scenarios. So stop me if you've heard this one: A wolf, a falmer, and a draugr cum into a Dragonborn...
dkatryl Posted December 7, 2013 Author Posted December 7, 2013 Oh the good old days of Modding Diablo II, things where so much simpler then. Tab delimited, Olly Debug and exporter, sigh. The creation kit makes my head explode. Though following this conversation makes me want to take a peek again. You could mod almost everything about that game with a tab delimited text file (.CSV) and excel, and just stick em in an /override folder, and add some extension to the end of the command prompt. Something like -txt or something. Good times. At any rate, I decided to just make it easy for myself (And as a result, probably far more stable) and only allow 3-ways between the player and 2 NPC's. Despite Draugr/Falmer having animations all the way up to 5 ways, the code to make sure the second, third, fourth, and fifth guy is the proper race and not something else was going to be way waaaaay more trouble than it's worth. So now, if you have a group of 5 different (yet all equally valid) races, it will grab one of them at random, and that will be the one that has its wicked way.
dkatryl Posted December 7, 2013 Author Posted December 7, 2013 06DEC13 2330 Split up the 'Difficulty' slider between speechcraft and combat related success rolls. *MCM change* - Completed Add the 'Vampire Bite' animation when the PC surrenders to a NPC Vampire, with chance to get Vampirism. - Completed Add MCM option for 'hardcore' mode that lowers the escape grace period from ~60seconds to ~5seconds. *MCM change* - Completed Have NPC's return to sandbox behavior after they finish with player. - Completed Add in Event checks that removes grace period if player tries to equip gear, loot bodies/chests, cast spells, etc. - Completed Add in "Vamp" alternative to the "I'll just get rid of any witnesses" victim kill, where you feed on them to death instead of the currrent punch/slam combo. - Completed Add MCM option to disable Guards from interfering with consensual sex for those that don't care about immersion stuff. *MCM change* - Completed Add in Morality modifier to the Bribery success algorithm. - Completed Adding MCM slider option to modify the base amount of gold offered per Bribery attempt. *MCM change* - Completed Add MCM slider option to adjust difficulty of the 'bound' release that works off lockpicking skill. *MCM change* - Completed Revise player 'bound' release to being attempts that work off lockpicking skill. - Completed Add MCM option to disable Vampire alternative animations for Vamp characters. *MCM change* - Completed Add in Unarmed Punch effect to player to avoid accidentally killing low level victims. - Completed Make escape attempts count towards lockpicking skillups if possible. - Completed Make failed escape attempts that fail by over 25% (Modified by the Combat Difficulty Slider, for a total of 0- 50%) result in baddies within 100' taking another turn if they witness the attempt! *MCM change* - Completed Add in relevant Lockpicking perks to make escaping easier/less likely to attract attention. - Completed Check if the creature animation properly work with a player werewolf/vampire lord on a normal NPC. If they do, remove the werewolf/vampire lord restrictions. - Completed Add in Confidence modifier to the Coercion success algorithm. - Completed Add MCM option to have assailants randomly re-assault you if you remain bound given enough time if you don't escape. *MCM change* - Completed Check the Follower gear being stolen during surrender, make sure it isn't getting fully deleted by mistake. - Alias Bug Found & Fixed Change code to use 'Sexlab.GetPlayerController().EndAnimation(True)' to abort scenes as necessary. - Completed Add a RNG slider to the player auto-surrender so that it isn't 100% under the threshold. *MCM change* - Completed Add 3 levels of Creature Support: No Creatures (NPC Only), Humanoid Creatures (Draugr/Falmer/Trolls/etc) vs Full Creatures (Anything that moves and has a valid animation) *MCM change* - Completed As you can see, a lot was changed, added, etc. Expect a bug or two, make backup save before trying it out. I would also recommend keeping the previous version for a bit, just in case. Let me know what issues come up, and I'll take care of what I can. If this scares you, I would advise giving it a week or so for a bit of play testing exposes and addresses whatever bugs are there. Otherwise, give it a spin, let me know what works and what doesn't work!
Pet1Pet Posted December 7, 2013 Posted December 7, 2013 Since I never use the "player submit" feature...can I assume the creature part can only be triggered by player submitting during combat?
josenightbreed Posted December 7, 2013 Posted December 7, 2013 Yep, as I suspected, adding in creatures is easy enough, to a degree. But then when you figure in wonky scenarios, where it's a mixed group of creatures, and all bets are off. In my "let's see if we can break it" test, I went to helgen, ran around until I had 5 bandits after me, got to a clearing, then used the console command to SetRace each to a different type of creature. Let's just say, things got interesting. So I'll be spending some time trying to handle those kind of weird scenarios. mmmm ..... kinky
josenightbreed Posted December 7, 2013 Posted December 7, 2013 Yep, as I suspected, adding in creatures is easy enough, to a degree. But then when you figure in wonky scenarios, where it's a mixed group of creatures, and all bets are off. In my "let's see if we can break it" test, I went to helgen, ran around until I had 5 bandits after me, got to a clearing, then used the console command to SetRace each to a different type of creature. Let's just say, things got interesting. So I'll be spending some time trying to handle those kind of weird scenarios. So stop me if you've heard this one: A wolf, a falmer, and a draugr cum into a Dragonborn... lmao
Oversette Posted December 7, 2013 Posted December 7, 2013 A question has been giving me an itch for days: can a script call a function from a script in another mod? I was thinking that, since you said you never managed to make the follower rape work, maybe we could call Defeat for that whenever you submit with this mod. Would it work? *___*
Coopervane Posted December 7, 2013 Posted December 7, 2013 Otherwise, give it a spin, let me know what works and what doesn't work! Will do, and thank you for putting a happy end to an otherwise rotten day with this release Since I never use the "player submit" feature...can I assume the creature part can only be triggered by player submitting during combat? As far as i can tell, that's entirely up to you. The options are there to enable or fully disable creature support, to only allow it for humanoid creatures or all creatures, and player auto-surrender can be enabled, made random or fully disabled. So regardless of your prefrences, you should be pretty well covered.
Corpus Vile Posted December 7, 2013 Posted December 7, 2013 Splendid, I'll try it out right away with a new character.
ZigNewton Posted December 7, 2013 Posted December 7, 2013 Woah, there's still updates!? Dude, you've been an absolute champ with this mod, thank you! I'll give it a spin and let you know how it runs. Just curious, is there a particular reason there's no more changelog on the front page?
eifrag Posted December 7, 2013 Posted December 7, 2013 [12/07/2013 - 06:46:31PM] warning: Property _SLSubmitIndecencyGlobal on script _SLSubmitIndecencyEffect attached to Active effect 1 on (5E09407E) cannot be initialized because the script no longer contains that property happens when I engage in sex and keeps spamming when changing each stage. no harm done since it only happens during sex.
bob11 Posted December 7, 2013 Posted December 7, 2013 A question has been giving me an itch for days: can a script call a function from a script in another mod? I was thinking that, since you said you never managed to make the follower rape work, maybe we could call Defeat for that whenever you submit with this mod. Would it work? *___* Even if it did, wouldn't that mean I need to install Defeat every time I install Submit? Personally, I couldn't care less about Defeat, so I'd rather not be forced to install it when I won't be using it.
Ashra XIII Posted December 7, 2013 Posted December 7, 2013 So I've found a few glitches: 1) Sometimes when my character submits, the enemies go immediately into sandbox mode and wander off. They don't rape, rob, or bind, just become non-hostile unless I attack them. 2) When I break my bindings and then equip armor and weapons (looted from other bodies nearby, usually), enemies are not always becoming hostile as they should. 3) The submit key stopped working for me to escape my bindings, leaving me stuck. The only way I was able to break out was to open the console and type 'enableplayercontrols', but this is a bad idea because Submit still thinks I'm bound, and continues counting up the chance of me being noticed. My character then immediately surrenders to the next enemy to 'notice' her.
dkatryl Posted December 7, 2013 Author Posted December 7, 2013 A question has been giving me an itch for days: can a script call a function from a script in another mod? I was thinking that, since you said you never managed to make the follower rape work, maybe we could call Defeat for that whenever you submit with this mod. Would it work? *___* I was thinking about this last night, and have an idea about how to handle it that I hadn't considered before, so I will be trying that soon, in and around taking care of whatever bugs pop up.
dkatryl Posted December 7, 2013 Author Posted December 7, 2013 Woah, there's still updates!? Dude, you've been an absolute champ with this mod, thank you! I'll give it a spin and let you know how it runs. Just curious, is there a particular reason there's no more changelog on the front page? They kept getting corrupted due to length. I guess there's a hard post length, and I must have been running into it, and it was getting to where all of my formatting was getting ruined and becoming a major headache keeping it up. Maybe I'll put back only the most recent stuff, since that shouldn't hit the post length by itself, and just not have the older stuff.
dkatryl Posted December 7, 2013 Author Posted December 7, 2013 So I've found a few glitches: 1) Sometimes when my character submits, the enemies go immediately into sandbox mode and wander off. They don't rape, rob, or bind, just become non-hostile unless I attack them. 2) When I break my bindings and then equip armor and weapons (looted from other bodies nearby, usually), enemies are not always becoming hostile as they should. 3) The submit key stopped working for me to escape my bindings, leaving me stuck. The only way I was able to break out was to open the console and type 'enableplayercontrols', but this is a bad idea because Submit still thinks I'm bound, and continues counting up the chance of me being noticed. My character then immediately surrenders to the next enemy to 'notice' her. 1) I didn't have that happen until last night, when I was dealing with making non-NPC targets valid for triggering the auto-surrender, but it was only sometimes. I am sure it's a timing issue between scripts firing being global states. I'll have to review it, see if I can tighten it up. 2) Them becoming hostile requires them to have LOS. They have the "calm" effect removed, but they have to once again "see and detect you" just like if you came up behind a hostile enemy for the first time. With that said, were they still ignoring you, despite dancing around right in front of you? I didn't really experience that, but I can always look again. 3) This is the more serious of the issues. I didn't experience this once I got everything to the state it is currently in (I had seen this, but worked on it until I didn't get there anymore). When you pushed the button, did you continue to get the debug message that told you your escape chance result?
dkatryl Posted December 7, 2013 Author Posted December 7, 2013 Since I never use the "player submit" feature...can I assume the creature part can only be triggered by player submitting during combat? The existing animations pretty much are all geared towards the creature in question to be in the 'aggressor' position, so it wouldn't work for the player victor submit scenario, and most creatures are innately hostile, so would be mostly pointless to add a dialog option for consensual creature sex. Other than maybe your dog, but meh, not bothering for that.
Coopervane Posted December 7, 2013 Posted December 7, 2013 3) The submit key stopped working for me to escape my bindings, leaving me stuck. The only way I was able to break out was to open the console and type 'enableplayercontrols', but this is a bad idea because Submit still thinks I'm bound, and continues counting up the chance of me being noticed. My character then immediately surrenders to the next enemy to 'notice' her. Yeah, just got that one aswell, and just before that i had the Autosurrender fail at a time where it definately should have kicked in. I do belive i know why though, my Papyrus.0.log is getting flooded with various Submit related errors ending on "script no longer contains that property". This is on an existing save, i tried to update and hoped it would pan out (you did the same? Or are you on a new game?), but it looks like that's a bad idea. If i'm reading thease errors right, a whole bunch of scripts that were imbedded in the save have now been changed, and Papyrus can't make sense of that and is throwing a temper tantrum royale over it. Nothing for it then, time to start a new char and see if that doesen't work a whole lot better.
dkatryl Posted December 7, 2013 Author Posted December 7, 2013 [12/07/2013 - 06:46:31PM] warning: Property _SLSubmitIndecencyGlobal on script _SLSubmitIndecencyEffect attached to Active effect 1 on (5E09407E) cannot be initialized because the script no longer contains that property happens when I engage in sex and keeps spamming when changing each stage. no harm done since it only happens during sex. Well, you can blame Skyrim and the lack of ability to make proper clean saves. _SLSubmitIndecencyGlobal doesn't even exist anymore. It was fully deleted from the mod as no longer necessary with the improved scene aborting functions! Unless you've tried to make custom tweaks to your own copy, perhaps dealing with the indecency patrols. In which case, make sure you delete loose scripts, because they override what is in the .BSA, and the IndecencyEffect script was modified with the update (Removed that Global, for one thing!)
dkatryl Posted December 7, 2013 Author Posted December 7, 2013 3) The submit key stopped working for me to escape my bindings, leaving me stuck. The only way I was able to break out was to open the console and type 'enableplayercontrols', but this is a bad idea because Submit still thinks I'm bound, and continues counting up the chance of me being noticed. My character then immediately surrenders to the next enemy to 'notice' her. Yeah, just got that one aswell, and just before that i had the Autosurrender fail at a time where it definately should have kicked in. I do belive i know why though, my Papyrus.0.log is getting flooded with various Submit related errors ending on "script no longer contains that property". This is on an existing save, i tried to update and hoped it would pan out (you did the same? Or are you on a new game?), but it looks like that's a bad idea. If i'm reading thease errors right, a whole bunch of scripts that were imbedded in the save have now been changed, and Papyrus can't make sense of that and is throwing a temper tantrum royale over it. Nothing for it then, time to start a new char and see if that doesen't work a whole lot better. The #1 problem with Skyrim modding. As I just replied, there is an error being thrown out about a Global THAT DOESN'T EVEN EXIST ANYMORE! being referenced in a script that no longer has that reference. That is unfortunately 100% an issue with Skyrim and how they bloat save games with papyrus artifacts. I really don't know why they did that after properly allowing pure clean saves with Oblivion, Fallout, etc. I've also been using a lot of "old" save games that I had for testing, some of them so old that my 1.24 Framework still has to do the "installing!" text scrawl, mainly because I was already working under the impression I would be starting over fresh.
dkatryl Posted December 7, 2013 Author Posted December 7, 2013 http://www.nexusmods.com/skyrim/mods/31724/ Perhaps this is worth a try? Make a copy of your current save gave, give that a try? See if it can at least remove that stupid reference to the Indecency global.
Coopervane Posted December 7, 2013 Posted December 7, 2013 The #1 problem with Skyrim modding. As I just replied, there is an error being thrown out about a Global THAT DOESN'T EVEN EXIST ANYMORE! being referenced in a script that no longer has that reference. That is unfortunately 100% an issue with Skyrim and how they bloat save games with papyrus artifacts. I really don't know why they did that after properly allowing pure clean saves with Oblivion, Fallout, etc. I've also been using a lot of "old" save games that I had for testing, some of them so old that my 1.24 Framework still has to do the "installing!" text scrawl, mainly because I was already working under the impression I would be starting over fresh. True facts. And i'm 99.9% certain that this is the problem in a nutshell, and that a new game will solve it. I'll start a new game tomorrow, put in some playtime, and keep an eye on the log. I'll report back if for some reason the problem persists even with a new game, and supply the Papyrus.0.log aswell if need be. But i very much doubt that'll be the case, this has Skyrim save/log bloat written all over it.
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