Hyvel Posted December 7, 2013 Posted December 7, 2013 I've tested raping a forsworn with a player character as a werewolf, and while it technically worked, the alignment was completely (about 180 degrees) off. Any ideas?
dkatryl Posted December 8, 2013 Author Posted December 8, 2013 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. Oh, there is a slider bar to make the LOCK more difficult, yes. 1-5 sets it from novice-master level difficulty, raising the default difficulty chance from 0-60% I think I spelled it out in the MCM mouseover for the Binding Difficulty, but if not, it's (Lockpicking - Binding Difficulty) + Combat Slider
dkatryl Posted December 8, 2013 Author Posted December 8, 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. There actually is a 1 second delay on the Hotkey button registering to keep you from spamming the input, whether it is to grapple, shout, escape, surrender, etc. A global gets set upon first pushing, and it takes 1 second for the global to get unset for another push to be registered Additionally, it triggers the Stamina Cost thingy, and the escape attempt should require you to be over the minimum stamina per attempt. Both of those are in place to prevent spamming the input. What you are talking about with the slow update on the result scrawl? That's something else entirely, and yeah, there's not much I can do to speed that up. It's REALLY hard to read when I had it turned on for a "per hit" result while tracking the auto surrender stuff. I'd already have surrendered and whatnot and it'd still be scrawling results on by. But, I can always add in another short delay specific to the escape only (Don't want to make too much of a delay for the grapple and such).
dkatryl Posted December 8, 2013 Author Posted December 8, 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. I definitely did not experience the assailant to do multiple undressing in testing. In fact, everything about that routine is basically exactly how it always was. The only exception is if a creature is involved, in which case, I skip the getting punched in the face part, and you kind of just stumble into bleed out. If you didn't already delete it, I would suggest swapping back to the previous version (21NOV13), and see if they do the multiple undressing and such there.
dkatryl Posted December 8, 2013 Author Posted December 8, 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... It was never my intention to make it super duper involved in earning the freedom, ala SD or something. And I felt having to run back to town to find a guard to cut you free would be tedious to the point that no one would want. But, I did add in a "Hardcore" option, reducing the grace period to simply 5seconds upon release. I could revisit that and make it truly hardcore, where you do not regain the ability to fight/cast/inventory/etc, only move, and force you to find a guard or someone that is a relationship >= 1. Can build that into the option at the same time I revisit followers getting boned as well. Right now, I just wanted to get the basic update out, see what all needed fixing.
dkatryl Posted December 8, 2013 Author Posted December 8, 2013 I've tested raping a forsworn with a player character as a werewolf, and while it technically worked, the alignment was completely (about 180 degrees) off. Any ideas? Werewolf is buggy as hell, due to being a werewolf. Unlike Vampire Lord form, the werewolf forces the camera to get locked as if your weapon was out, despite me putting in code to sheathe your weapons before it starts. So, yes, I noticed the initial mounting having the victim being off in alignment, as well as the camera being locked. The alignment was fixed by either pushing the "re-align" key (default is the '{ [' key) or changing sex positions (default 'O' key). The camera, however, remained locked.
dkatryl Posted December 8, 2013 Author Posted December 8, 2013 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. Minimum success chance is 10%, or 35% if you set the combat adjust slider to +25%. Even with a level 1 character set to Master binding difficulty, the chance to succeed is 10-35%, depending on your setting. So it *shouldn't* take too long of steady button pushing, although RNG is RNG. However, yes, in testing, I basically pushed it once the update text showed. I didn't test it by spamming it all crazy fast, so I guess I'll build in a delay for the escape part like I said, force it to slow down despite how fast you might spam it, and test it that way. Perhaps I don't have enough mods, or perhaps my PC is good enough to get bogged down by scripting issues with just the 1s delay I have built in, but, I can definitely try to take slower machines into account!
jussmee Posted December 8, 2013 Posted December 8, 2013 do you think you can add the possibility of sending a stromcloak to an imperial guard and a imperial to a stormcloak for a bounty? it makes sense to do that as the main game is about storm cloaks and imperials
dkatryl Posted December 8, 2013 Author Posted December 8, 2013 Okay, I added 2 seconds to the already existing spam delay check after the escape attempts, which means repeatedly pushing the button will basically ignore it for about as long as the previous result scrawl lasts. As a test, I pushed it, got the failed prompt, and kept pushing it at about the rate of ~10 pushes a second, so I was just jamming on that button. I kept this up until I get the second failed prompt (cranked up the difficulty so I'd fail a lot) and then I immediately stopped pushing to see how many extra pushes actually got queued. I would sometimes get 1 extra, sometimes no extras, after repeating this test a few times. That seems about right. I want to add in the follower getting taken by spillover assailants and also the "need to find a guard to get fully freed" if the hardcore option is checked.
vagrent Posted December 8, 2013 Posted December 8, 2013 and also the "need to find a guard to get fully freed" if the hardcore option is checked. This is quickly replacing all my other LoversLab mods. Excellent work, can't wait to see where this ends up!
velocitas eradico Posted December 8, 2013 Posted December 8, 2013 Maybe a bug? While my mage and follower auto submit to drauger, he never um gave her the bone (small blessing I think), just stood there. Then when trying use the get free option (same submit mapped key right?), it seemed to work. Soon she submitted a second time and was stuck doing nothing at this point. Now I am playing with Apocalypses Spell package and have the pick novice spell running, maybe that interfered? Anyway it is a new play through, though heavily modded below the possible 128 bug.
dkatryl Posted December 8, 2013 Author Posted December 8, 2013 Maybe a bug? While my mage and follower auto submit to drauger, he never um gave her the bone (small blessing I think), just stood there. Then when trying use the get free option (same submit mapped key right?), it seemed to work. Soon she submitted a second time and was stuck doing nothing at this point. Now I am playing with Apocalypses Spell package and have the pick novice spell running, maybe that interfered? Anyway it is a new play through, though heavily modded below the possible 128 bug. Well, to ask the obvious, do you have the Creature option turned on in your base SL Framework? If so, do sex animations properly play when it's just a regular NPC?
Coopervane Posted December 8, 2013 Posted December 8, 2013 Seems there are some problems, i'm still getting some odd errors popping up in the log. I started a new game, nuked the scripts folder from orbit beforehand (deleted the whole folder, went through all my installed mods one by one and reinstalled any lose scripts they use, just to make doubly sure nothing old or unneeded would be left in the scripts folder), and went out to test. It worked fine to begin with, but after a few times getting passed around, one of the enemies failed to trigger the sex scene and went back to sandboxing, and i was free to wander around, the enemies all peacefully sandboxing, no debug notifications showing on screen. Tried to re-agro her and submit again, but after knockdown the camera failed to unlock and was stuck in position, with that "wind in a tunnel" soundeffect constantly droning in the background. Coulden't regain control so had to quit the game. I then went to check the log, it was a healthy 74kb in size from just a few minutes of gameplay, and there's a good number of errors popping up in there:
dkatryl Posted December 8, 2013 Author Posted December 8, 2013 I then went to check the log, it was a healthy 74kb in size from just a few minutes of gameplay, and there's a good number of errors popping up in there: Papyrus.0.txt While most of that was a big brick o' text, the one common thing I saw was reference to QF__SLSubmit script, which is an automatically generated quest fragment script that is created and adds aliases to it. Since it is automatically generated, it doesn't allow me to keep the _SLSubmit#### naming convention for all of my other scripts, so I overlook that stupid thing. Since it is automatically generated, it is in my /data folder, but I keep the mod in a separate folder for packaging/zipping purposes, and I have to manually move all of the scripts over. That stupid QF one is usually overlooked in the process, because I don't mess with it, it just automatically gets changed, and I forget about it. So, I will move it over with the next update, hopefully, that will cut down on some of the debug spam.
velocitas eradico Posted December 8, 2013 Posted December 8, 2013 Maybe a bug? While my mage and follower auto submit to drauger, he never um gave her the bone (small blessing I think), just stood there. Then when trying use the get free option (same submit mapped key right?), it seemed to work. Soon she submitted a second time and was stuck doing nothing at this point. Now I am playing with Apocalypses Spell package and have the pick novice spell running, maybe that interfered? Anyway it is a new play through, though heavily modded below the possible 128 bug. Well, to ask the obvious, do you have the Creature option turned on in your base SL Framework? If so, do sex animations properly play when it's just a regular NPC? No I didn't. Dohh. Really I have no interest in the creature part but just wanted to test it, never though to look for it. Sorry.
dkatryl Posted December 8, 2013 Author Posted December 8, 2013 Maybe a bug? While my mage and follower auto submit to drauger, he never um gave her the bone (small blessing I think), just stood there. Then when trying use the get free option (same submit mapped key right?), it seemed to work. Soon she submitted a second time and was stuck doing nothing at this point. Now I am playing with Apocalypses Spell package and have the pick novice spell running, maybe that interfered? Anyway it is a new play through, though heavily modded below the possible 128 bug. Well, to ask the obvious, do you have the Creature option turned on in your base SL Framework? If so, do sex animations properly play when it's just a regular NPC? No I didn't. Dohh. Really I have no interest in the creature part but just wanted to test it, never though to look for it. Sorry. It's easy enough to miss, especially if it's a component that you don't normally care about! (As is the case for me. Hell, I don't even surrender in my games. All of the work I've been doing lately is largely for a function I don't even use in my own playing.)
Hollerboller1970 Posted December 8, 2013 Posted December 8, 2013 and also the "need to find a guard to get fully freed" if the hardcore option is checked. This is quickly replacing all my other LoversLab mods. Excellent work, can't wait to see where this ends up! Jup it gets better and better. By the way thank you for your hard work and this fantastic mod dkatryl.
Hyvel Posted December 8, 2013 Posted December 8, 2013 I've tested raping a forsworn with a player character as a werewolf, and while it technically worked, the alignment was completely (about 180 degrees) off. Any ideas? Werewolf is buggy as hell, due to being a werewolf. Unlike Vampire Lord form, the werewolf forces the camera to get locked as if your weapon was out, despite me putting in code to sheathe your weapons before it starts. So, yes, I noticed the initial mounting having the victim being off in alignment, as well as the camera being locked. The alignment was fixed by either pushing the "re-align" key (default is the '{ [' key) or changing sex positions (default 'O' key). The camera, however, remained locked. Ah, that explains, thanks. Strangely enough the alignment doesn't fix for me using the re-align key or changing positions. It slightly changes the mis alignment, from almost 180 degrees off to almost exactly 180 degrees off...
pinky6225 Posted December 8, 2013 Posted December 8, 2013 Has anybody had any luck submitting to giants? I've managed to submit to bandits and draugr but whenever i try with giants it doesn't work. I know on the previous versions it did and i thought that draugr were counted in the same category as giants so i expected one to work if the other did.
xboronx Posted December 8, 2013 Posted December 8, 2013 Thank you for the wonderful update. Depending on the updates i always switch between submit and defeat as main "death alternative mod", but always use both. Recently with the creature support i used defeat more, but this update is terrific, so i am using submit as main mod again It was never my intention to make it super duper involved in earning the freedom, ala SD or something. And I felt having to run back to town to find a guard to cut you free would be tedious to the point that no one would want. But, I did add in a "Hardcore" option, reducing the grace period to simply 5seconds upon release. I could revisit that and make it truly hardcore, where you do not regain the ability to fight/cast/inventory/etc, only move, and force you to find a guard or someone that is a relationship >= 1. Can build that into the option at the same time I revisit followers getting boned as well. I would love that feature too. With 5 seconds grace period everything currently works fine, but with 60 seconds grace period my former enemies did not turn hostile again. Would it be possible to lower the minimum escape chance when bound to 0% or even better let the player adjust a malus? Currently even with master binding it seems too easy for a lvl 1 character to escape. Maybe i have been super lucky, but so far i always escaped before getting noticed. It failed about 4-5 times usually but then i managed to get unbound. And could you add more binding options? Not sure if it is technically possible, but if it is it would add even more variety if your enemies randomly pick one of the several options to bind you when you submit, so sometimes you end up hogtied, sometimes tied, sometimes tied on the wheel or to a pole etc.. Finally they should whip you when they notice you trying to escape.
nutluck Posted December 8, 2013 Posted December 8, 2013 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. Oh, there is a slider bar to make the LOCK more difficult, yes. 1-5 sets it from novice-master level difficulty, raising the default difficulty chance from 0-60% I think I spelled it out in the MCM mouseover for the Binding Difficulty, but if not, it's (Lockpicking - Binding Difficulty) + Combat Slider Yeah I thought there was going to be two sliders, one for how hard the lock is and one for the fail chance attracting attention so like this. lock difficulty 1-5 fail chance to be noticed 0%-100%, default 25%. No worries, as I said I just misread what you meant obviously. Since that is what I thought you meant.
nutluck Posted December 8, 2013 Posted December 8, 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. There actually is a 1 second delay on the Hotkey button registering to keep you from spamming the input, whether it is to grapple, shout, escape, surrender, etc. A global gets set upon first pushing, and it takes 1 second for the global to get unset for another push to be registered Additionally, it triggers the Stamina Cost thingy, and the escape attempt should require you to be over the minimum stamina per attempt. Both of those are in place to prevent spamming the input. What you are talking about with the slow update on the result scrawl? That's something else entirely, and yeah, there's not much I can do to speed that up. It's REALLY hard to read when I had it turned on for a "per hit" result while tracking the auto surrender stuff. I'd already have surrendered and whatnot and it'd still be scrawling results on by. But, I can always add in another short delay specific to the escape only (Don't want to make too much of a delay for the grapple and such). Oh yes I know you have the 1 second delay. But what I meant is it takes more than 1 second for the text to scroll by. You get the you have a 10% chance to escape, you rolled a 45%, failed. then you have this text a moment later your escape attempts may not have gone unnoticed. notice chance 25%, you rolled a 30%. It takes longer than a second for all of that to scroll by after a single attempt. I noticed if you hit the button again before the text scrolls all the way through and you keep doing that enough, eventually the script results are way behind the button pushing and it seems to lag a bit. I doubt the lag is from your mod, just anything if you keep doing it in the game before it finishes it will make the game lag. I think that is the issue that is happening. Which is why I was suggesting setting the limit of tries to about once every 5 second. That should give the script more than enough time to finish all it needs to run the text. hopefully I am explaining this well.
nutluck Posted December 8, 2013 Posted December 8, 2013 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. Minimum success chance is 10%, or 35% if you set the combat adjust slider to +25%. Even with a level 1 character set to Master binding difficulty, the chance to succeed is 10-35%, depending on your setting. So it *shouldn't* take too long of steady button pushing, although RNG is RNG. However, yes, in testing, I basically pushed it once the update text showed. I didn't test it by spamming it all crazy fast, so I guess I'll build in a delay for the escape part like I said, force it to slow down despite how fast you might spam it, and test it that way. Perhaps I don't have enough mods, or perhaps my PC is good enough to get bogged down by scripting issues with just the 1s delay I have built in, but, I can definitely try to take slower machines into account! I think it is not so much bogging down as it gets a back load of text to post and it seems to slow the posting down but that might just be my imagination too. I knew I shouldn't spam the button but I was doing it on purpose looking for bugs for you to try and test it out. Cause I figured someone would eventually spam the button. As for the long time it took me it was just RNG. I set it to max difficulty and I had a 10% chance but RNG just wouldn't play nice and it took me about 100 tries to get a success. Waiting for all the text to scroll by takes about 3 seconds. Now that only happened once, I was only pointing it out to the other poster it could take a long time depending on difficulty. On average on max difficulty it seems to take about 10 tries on average which is right, and if you wait for the script to scroll by that is about 30 seconds are so of real time. I am just trying to break your mod right now to look for bugs is all.
nutluck Posted December 8, 2013 Posted December 8, 2013 Okay, I added 2 seconds to the already existing spam delay check after the escape attempts, which means repeatedly pushing the button will basically ignore it for about as long as the previous result scrawl lasts. As a test, I pushed it, got the failed prompt, and kept pushing it at about the rate of ~10 pushes a second, so I was just jamming on that button. I kept this up until I get the second failed prompt (cranked up the difficulty so I'd fail a lot) and then I immediately stopped pushing to see how many extra pushes actually got queued. I would sometimes get 1 extra, sometimes no extras, after repeating this test a few times. That seems about right. I want to add in the follower getting taken by spillover assailants and also the "need to find a guard to get fully freed" if the hardcore option is checked. Well this should teach me to read all the posts before I start replying but I tend to read a post and then reply to each one I run across I feel needs a reply. Anyways cool you built in the extra delay, that should fix the only bug I was able to find with it. Cool idea for the follower as well.
Ashra XIII Posted December 8, 2013 Posted December 8, 2013 I got to actually play Skyrim yesterday after spending the majority of the day re-building it (seriously it's gotten to the point where downloading the entire game isn't even the longest part). So on a fresh, clean game loaded down with tons of mods + Submit, I can report a very smooth experience so far. I have not made any tweaks to the .ini files yet beyond what was explicitly outlined in a few mods (like my ENB and RCRN), and the game looks fantastic with no (or at lest, very little) script lag.Submitting has thus far worked well both with humans and creatures, and the ravaging actually is pretty great with Lover's Victim helping. I've even tested enemies noticing my escape attempts and coming back for seconds. I think my only real suggestion at this point would be tweaking the escape mechanism just a bit. I'd either like the lock difficulty to be either random, or somehow based on the enemy (which might be too much work). Ooooor I'd love the 'hardcore' mode that was discussed where my character cannot escape at all without the help of a friendly/neutral NPC. I of course personally prefer the latter. If possible, I'd like for the hardcore mode to not require a friendly NPC necessarily... just one who isn't hostile. I am more in love with the vision of having to run into some strange village which happens to be nearby, naked and defenseless and begging for help. NPCs in that town/village/mine (or even ones encountered along the road) should have a chance to either help or take advantage of my situation, having their way and leaving me still bound. That'd be awesome. Of course, since I would be bound while running about, my only defense against other bandits/creatures that find me would either be to run, or submit yet again and let them have a turn in order for them to give me some time to continue searching for help.
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