nutluck Posted December 7, 2013 Posted December 7, 2013 I have not run into a problem yet, but wondering if you removed one of the options you said you planned to add or just couldn't add. I thought you said you was going to have a sliding scale on the if you fail your lockpick escape they can "reagro" and take turns again, Default failing by more than 25%. If so the slide option to adjust that seems to not be there. Everything else new is, if you didn't included it or you never did and I misunderstood then disregard this post.
Ashra XIII Posted December 7, 2013 Posted December 7, 2013 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? The 1st and 2nd issues I reported earlier, I think were actually due largely to script lag. Might not be a whole lot you can do, but at least you have seen the first issue and have some ideas on what you can do. I haven't seen any of the issues since I undid some other .ini changes I had made in preparation for this play-through. It's a new game, so I shouldn't have any legacy issues with older versions. The 3rd issue I mentioned, I think was just an unfortunate combination of events that screwed up the scripting. I was trying to sneak into Broken Tusk Keep (or something like that... bandit camp full of orcs) and got hit hard by an archer, which triggered a surrender. He warped over to my location, but then my character fell through the platform she was standing on and then, because I realized I could move, I attacked another orc standing there, who smacked me and caused me, once again, to surrender. He had his way and bound me, and that's when I could no longer break free of my bindings. I'd get no message prompts that I was failing (as I usually do) and was just stuck. I do want to report something that is a real issue, and it's one I've had with Defeat as well so I don't know if there's a solution. It has to do with mages who cast those novice destruction spells like flame, frostbite, and sparks that shoot out a continuous stream of damage. Basically, every little 'tick' of damage triggers a surrender roll, to the point where after one particular battle with a mage, I was sitting there rolling for surrender for 20-30 seconds after he was already dead. Maybe there's a way to limit the Submit checks, kinda like how you have it when player is aggressor?
zaira Posted December 7, 2013 Posted December 7, 2013 I do not really understand the bind action - my PC is sitting around with bound hands and I can do nothing - only pressing the one and only hotkey. Is my mod setup broken?
handsandarrows Posted December 7, 2013 Posted December 7, 2013 i have similar problem, auto submit and manual submit is workin slower and remain bound forever :c is new game
Hollerboller1970 Posted December 7, 2013 Posted December 7, 2013 I do not really understand the bind action - my PC is sitting around with bound hands and I can do nothing - only pressing the one and only hotkey. Is my mod setup broken? Same for me i've been bound forever no matter how often i push the hotkey. A cleanup option like defeat has would be very helpful.
Skeuomorph Posted December 7, 2013 Posted December 7, 2013 I'm confused, what bonds are you able to escape from? Is this relevant only to Slavery mods?
dler12121212 Posted December 7, 2013 Posted December 7, 2013 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? The 1st and 2nd issues I reported earlier, I think were actually due largely to script lag. Might not be a whole lot you can do, but at least you have seen the first issue and have some ideas on what you can do. I haven't seen any of the issues since I undid some other .ini changes I had made in preparation for this play-through. It's a new game, so I shouldn't have any legacy issues with older versions. The 3rd issue I mentioned, I think was just an unfortunate combination of events that screwed up the scripting. I was trying to sneak into Broken Tusk Keep (or something like that... bandit camp full of orcs) and got hit hard by an archer, which triggered a surrender. He warped over to my location, but then my character fell through the platform she was standing on and then, because I realized I could move, I attacked another orc standing there, who smacked me and caused me, once again, to surrender. He had his way and bound me, and that's when I could no longer break free of my bindings. I'd get no message prompts that I was failing (as I usually do) and was just stuck. I do want to report something that is a real issue, and it's one I've had with Defeat as well so I don't know if there's a solution. It has to do with mages who cast those novice destruction spells like flame, frostbite, and sparks that shoot out a continuous stream of damage. Basically, every little 'tick' of damage triggers a surrender roll, to the point where after one particular battle with a mage, I was sitting there rolling for surrender for 20-30 seconds after he was already dead. Maybe there's a way to limit the Submit checks, kinda like how you have it when player is aggressor? assuming u all already have something like this in your skyrim.ini file [Papyrus] fUpdateBudgetMS=800 fExtraTaskletBudgetMS=800 fPostLoadUpdateTimeMS=2000 iMinMemoryPageSize=512 iMaxMemoryPageSize=1024 iMaxAllocatedMemoryBytes=2457600 before adding this to mine skyrim was a very slow experience for anything scripted, after adding this scripted actions happen basically instantly
Ashra XIII Posted December 7, 2013 Posted December 7, 2013 I'm going ahead and re-building my Skyrim install, as it's just really unstable at this point. Not the fault of Submit... I made several poor decisions in a row such as installing then uninstalling Requiem, moving my Skyrim install to a new drive, and making some a bunch of .ini changes that were supposed to allow Skyrim to take advantage of multi-core processors. And these are only the most recent things I've done to this poor install. So I'm going to actually remember to create a backup of my Skyrim directory this time before I start piling mods on, so at least next time I won't have to download it again. >.< Edit: I'll try those Papyrus tweaks on my next install (after doing a back up!), thanks!
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? *___* 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. I meant an optional patch to bridge both mods. I agree that no one should be forced to install unwanted mods. 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. I cheer on you as if there was no tomorrow.
dkatryl Posted December 7, 2013 Author Posted December 7, 2013 I have not run into a problem yet, but wondering if you removed one of the options you said you planned to add or just couldn't add. I thought you said you was going to have a sliding scale on the if you fail your lockpick escape they can "reagro" and take turns again, Default failing by more than 25%. If so the slide option to adjust that seems to not be there. Everything else new is, if you didn't included it or you never did and I misunderstood then disregard this post. I didn't create a dedicated slider for that, however, the Combat Difficulty Adjust will modify the window. Default, you fail by 25% or more, it triggers. If you set the difficulty adjust to -25%, it lowers the window to 0% or more (so any failure), and a +25% increases the window to 50% or more. Unchecking the "random repeat" option disabled the failure-based repeat entirely.
homicidalsage Posted December 7, 2013 Posted December 7, 2013 Don't use dler12121212's ini tweaks and I'd suggest you removed them as well dler12121212 I can guess where he found them and they are a very bad idea especially these two: fUpdateBudgetMS=800 fExtraTaskletBudgetMS=800 If those where actually taking effect they would destroy your game the default settings are: fUpdateBudgetMS=1.2fExtraTaskletBudgetMS=1.2 I'd suggest if you don't know what those settings mean leave them alone as well as any other Papyrus tweaks I don't know who started the rumor of the "800" Papyrus tweak but it is ridiculous. Also this setting iMaxAllocatedMemoryBytes= Has nothing to do with the amount of ram your game can use which it is sometimes confused for it has to do with the amount of ram dedicated to scripts setting massive values for that is pointless and potentially damaging as scripts only need a very small amount of ram dedication the defualt is: iMaxAllocatedMemoryBytes=76800 If you are going to tweak any of these values I'd suggest you do so in very small quantities and test to see if they help or make things worse "fUpdateBudgetMS=" and "fExtraTaskletBudgetMS=" should only be increased by .1 or .2 at a time then tested and "iMaxAllocatedMemoryBytes=" works in multiples of 1024.
Ashra XIII Posted December 7, 2013 Posted December 7, 2013 @homicidalsage Do you know any good, safe .ini tweaks that will improve things, such as shadows and what-not? I have fresh clean .ini files right now as I just re-installed, so if I can avoid doing crazy stuff, that'd be ideal.
dler12121212 Posted December 7, 2013 Posted December 7, 2013 been using for 6 months these setting havent noticed any negative impact but big performance gain when multiple scriped mods together (lab, req, frostfall, rnd, sic) heaps more
homicidalsage Posted December 7, 2013 Posted December 7, 2013 The only ini tweaks you should make are ones mentioned by mod authors that are needed to make there mods work most tweaks are negligible at least and game breaking at worst the best advice I could give is to leave ini settings alone (unless otherwise stated by mod authors for their mods to function correctly), I'll show my Papyrus settings for comparison but you should make your own minor adjustments if any to see what best suits your setup. fUpdateBudgetMS=1.9fExtraTaskletBudgetMS=1.9 These settings are over 2 times the default and I only use settings this high because of the ridiculous amount of scripts I can be using at any one time and my computer is kinda rubbish and needs the extra time. iMaxAllocatedMemoryBytes=102400 I use this but you should be very careful changing this setting as this one could cause you the most problems if set to abnormal levels only ever make minor changes and test for any improvment Here's some info on what the tweaks actually do: http://www.creationkit.com/INI_Settings_%28Papyrus%29 Edit: @dler12121212 Like I said your settings are most likely being ignored as they would make your game run so slow it would not function, the info I'm giving isn't stuff I made up or random gossip I heard from some guy on the net I got this info from one of the Bethesda developers from their forums.
dkatryl Posted December 7, 2013 Author Posted December 7, 2013 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. I cheer on you as if there was no tomorrow. It looks like the thought I had bore fruit. I have managed to make a spillover NPC take my follower while my character was taken. Needs quite a bit more work to handle different scenarios (varying quantity and different types of NPCs/creatures), but at the basic level, it seems to be working.
dler12121212 Posted December 7, 2013 Posted December 7, 2013 fair enough ill try lowering them see what happens, obviously at least one of them is working however as they cleaned up the delay i was experiencing previously when scripted sequences happened, my laptop is hardly state of the art either so these tweaks are needed, anyhow back on topic
Skeuomorph Posted December 7, 2013 Posted December 7, 2013 What to tweak in the INI files is somewhat dependent on whether you use ENB. I've noticed that all the tweaks people suggest are often contradictory. If you use an ENB, start with the specific tweaks needed for that mod's configuration
dkatryl Posted December 7, 2013 Author Posted December 7, 2013 Updated OP with a link to the Italian translation, as well as the direct Italian MCM Translation file. That MCM Translation file (And any other language translation that is added) will be added to the main download with the next update.
nutluck Posted December 7, 2013 Posted December 7, 2013 I have not run into a problem yet, but wondering if you removed one of the options you said you planned to add or just couldn't add. I thought you said you was going to have a sliding scale on the if you fail your lockpick escape they can "reagro" and take turns again, Default failing by more than 25%. If so the slide option to adjust that seems to not be there. Everything else new is, if you didn't included it or you never did and I misunderstood then disregard this post. I didn't create a dedicated slider for that, however, the Combat Difficulty Adjust will modify the window. Default, you fail by 25% or more, it triggers. If you set the difficulty adjust to -25%, it lowers the window to 0% or more (so any failure), and a +25% increases the window to 50% or more. Unchecking the "random repeat" option disabled the failure-based repeat entirely. Ah ok then I misread what you was saying before. i thought you meant it would have a slider for difficulty of the lock and fail chance. No worries, I just misunderstood what you meant then.
nutluck Posted December 7, 2013 Posted December 7, 2013 I do not really understand the bind action - my PC is sitting around with bound hands and I can do nothing - only pressing the one and only hotkey. Is my mod setup broken? That is a feature. If you push it, it should give you a chance to untie yourself. Once you succeed then you can move around and stuff like normal. I test this out by making the chance as hard as possible with a 2nd level character. It took a long time before I managed to get a success on the role to unbind my character. But it did eventually work. It seems you can push the hotkey about once ever 10 seconds, if you push it to fast it seems to cause the script to lag a bit as it is not finished running. Speaking of which Dkatryl you might want to consider putting in a delay so you can only try to unbind once ever 5-10 seconds. I know when I was playing around trying to test it and look for errors. The only thing I noticed was if I push the button a lot, it seemed to create a script delay and then nothing would happen for awhile. Then all the tries would start scrolling by in text. I could see how that might make people think it is broken if they push it a lot or possible even cause the game to freeze or crash if the script is never given time to catchup. Since after you push the button it take about 2-3 seconds before the results start to get posted. Anyways just a observation and feedback.
zaira Posted December 7, 2013 Posted December 7, 2013 I do not really understand the bind action - my PC is sitting around with bound hands and I can do nothing - only pressing the one and only hotkey.... That is a feature. If you push it, it should give you a chance to untie yourself. Ok - I had expected to much - I expected that the PC has to earn his/her freedom - quest driven or however...
shinji72 Posted December 7, 2013 Posted December 7, 2013 Better not touch at all the papyrus.ini... There is a lot of tweaks around but they are placebo.They guy who create papyrus at Bethesda strongly suggested not to touch anything. You'll will lose the save game in the long run. Maybe he was overstating the threat.... But again, It was never neatly proven these changed really do anything good to the game.
shinji72 Posted December 7, 2013 Posted December 7, 2013 I've tested the automatic surrender. For me all worked as intended, with the binding and so on. I just noticed some "clumsiness" in the animation sequence.First the punching in the face, the hands in the air (fantastic idea), then my PC falls to the ground, then raises again and the sex anim start. It was all a bit too slow. I supposed could be a problem on my end with too much scripting going on. I noticed also the rapist doing the undress animation multiple times. Even overlapping a bit with my PC. I mean my PC had already started the animation, while the rapists were still into the undressing loop. As I said, it seems a bit of lag on my end.
handsandarrows Posted December 7, 2013 Posted December 7, 2013 I do not really understand the bind action - my PC is sitting around with bound hands and I can do nothing - only pressing the one and only hotkey. Is my mod setup broken? That is a feature. If you push it, it should give you a chance to untie yourself. Once you succeed then you can move around and stuff like normal. I test this out by making the chance as hard as possible with a 2nd level character. It took a long time before I managed to get a success on the role to unbind my character. But it did eventually work. It seems you can push the hotkey about once ever 10 seconds, if you push it to fast it seems to cause the script to lag a bit as it is not finished running. Speaking of which Dkatryl you might want to consider putting in a delay so you can only try to unbind once ever 5-10 seconds. I know when I was playing around trying to test it and look for errors. The only thing I noticed was if I push the button a lot, it seemed to create a script delay and then nothing would happen for awhile. Then all the tries would start scrolling by in text. I could see how that might make people think it is broken if they push it a lot or possible even cause the game to freeze or crash if the script is never given time to catchup. Since after you push the button it take about 2-3 seconds before the results start to get posted. Anyways just a observation and feedback. Oh thank you - I had level one character and set to 3 and pressed alot so i will try set easier and press less button. Thank you for explain!
nutluck Posted December 7, 2013 Posted December 7, 2013 Oh thank you - I had level one character and set to 3 and pressed alot so i will try set easier and press less button. Thank you for explain! You're welcome. Yeah if you set it to 3 with a low level character it could take awhile. On my one test I think it took me 5 mins of real time which is a really long time to just watch your character kneeling to get free. Of course I had a level 3 character and I set the difficulty to 5. As for pushing the button just watch for the text in the upper left corner. After you pushing it once it should come up wtih text saying your chance is X% and you rolled a X% failed(or succeed if you made it), then another scroll of text will scroll by showing if the NPC's detected you trying to escape or not. Once you see both of these text scroll by you can push the button again and it is fine. I just found if you pushed the button again before the text finished and kept doing it, it made the script start to lag.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now