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Posted

Okay, so because of many of you jerks in this thread, I've spent all my free time last night and this morning trying to get Mod Organizer working. I admit that I almost gave up at least a couple times, but I think I've got it all put together, even attaching FNIS, SKSE, etc into it. I only had a minute to even fire up the game before I had to leave for work, but it didn't crash and I was able to quickly create a character! ...she had a purple face, though, so I did miss something but that should be easily fixed.

 

So now I'm really really ready for the penultimate release of Submit! I can't wait to try this. :)

Posted

iam sure, i tested it, and as soon as i install submit, defeat deactivates the auto knockdown or vice versa.

 

(both the newest versions)

 

Posted

the mod conflicts now with defeat, the older version of submit didn't.

 

so either you run defeat or this mod, both activated dont trigger knockdowns or auto surrender.

I'm a little dubious that the new version had any impact on Defeat if the old one didn't.

 

The only things in my .ESP are 100% custom files, and all of my scripts are 100% custom to Submit.  I modify nothing that is stock Skyrim, and of course nothing related to Defeat.

 

The only way there should be any conflict between the two is if you set the auto-surrender thresholds between the two too close together, in which case, both could try to take over, but that's also true with SD and any other "death alternative" mod.  And that was also true on any version of Submit that had the auto-surrender.

Posted

Okay, so because of many of you jerks in this thread, I've spent all my free time last night and this morning trying to get Mod Organizer working. I admit that I almost gave up at least a couple times, but I think I've got it all put together, even attaching FNIS, SKSE, etc into it. I only had a minute to even fire up the game before I had to leave for work, but it didn't crash and I was able to quickly create a character! ...she had a purple face, though, so I did miss something but that should be easily fixed.

 

So now I'm really really ready for the penultimate release of Submit! I can't wait to try this. :)

 

You will have noticed another nice feature... Very easy to create different PCs, each with different MOD setups,  and different and separated save slots.

One big advice... 

The same goes for the skyrim.ini

Maybe you've already noticed, but I didn't for a while.

So I was changing the .ini in the steam folder... but it was useless because MOD Organizer .ini was overwriting it. 

 

Sorry for the OT!

Posted

well maybe defeat conflict with your mod, cause when i install them without each other, not like i did with the old versions, it worked perfectly. but now i can just run one mod either dubmit or defeat. and in the past both worked. also my thresholds tests where with 100% hp, 50% hp etc. also different thresholds. The problem i had was that neither auto surrender OR defeat knockdown happened. The submit key worked only on "humanoids" not on creatures. OK after some other tests, i found out that auto surrender works, my health was a bit messed from an enchant so it worked just on my original hp.

 

But defeat threshold as hp is still bugged but thats not your end :)

Posted

 

Using AFT (which hasn't been updated in some time, so no change there) and 2 vanilla followers, the previous versions worked fine and had the appropriate dialogs for follower sharing of victim.  Same setup but with the last 2 versions, no dialog.  I will try using a single follower and see what happens.  I'll also try the "'_SLSubmitFollowerGlobal' to 0" if the problem still exists using 1 follower.

The way I wrote the follower check was >= 1 on both checks, meaning it shouldn't matter if you had 1 follower or 100 followers.  But then I don't use followers mods to allow more than 1, so I didn't check with 2+ (I don't really use any followers, they usually just end up getting in the way! <_< )

 

The global is simply there because once you pick that option, the victim is set to the second actor slot, and if you had multiple victims lined up for whatever reason, it wouldn't do to talk to them, because then it would just get confused, and potentially fill up the third actor slot or something.

 

It also is used to set the blocking text by the follower to share.

Posted

This is the part where I say I don't use any mod organizers, just to watch your head asplode. :)

*boom*

 

Hehe it really depends on how many mods you are running. I didn't use to need any organizers once upon a time, but nowadays there is just no way I could keep track of everything without some help. I could get all my mods running manually, I'm sure, but gods help me when I want to update or remove some mods!

 

I did see something in the menus about .INIs but probably would have tried editing the regular ones if it wasn't pointed out to me, so thanks! (Can't check the name of who said that, posting from phone)

Posted

i was wondering, is there anything we can do to solve the issue of silent voices when using this mod on custom npcs such as interesting NPC, populated cities town's villages, vilja?

Posted

i was wondering, is there anything we can do to solve the issue of silent voices when using this mod on custom npcs such as interesting NPC, populated cities town's villages, vilja?

Nothing that I am aware of.  I make use of the DialogGeneric/Misc/Shared voice sets, which are about the only ones I can find to easily make use of voiced responses that work for the majority of NPCs.  That lets ~90-95% of the NPCs you will run across be voiced during interactions.

 

However, any custom NPC, even stock Skyrim ones, like Karliah and Vex for example, that do not use one of the standard Skyrim voices, will not have an associated voiced line from within the Shared file.

 

The only way to make them voiced would be to manually edit that Shared file and add in custom voice overs yourself, which, while technically possible, would probably be a rather insane undertaking. :P

Posted

i was wondering, is there anything we can do to solve the issue of silent voices when using this mod on custom npcs such as interesting NPC, populated cities town's villages, vilja?

 

Unless you want to use CK and record new files for the responses with appropriate names, nothing besides the FusRoDoh mod.  The main reason I dropped Romance for Submit is that Romance has no voiced dialogue whatsoever (plus the dialogue is so cheesy I was turning into a mouse every time I read it).

Posted

 

i was wondering, is there anything we can do to solve the issue of silent voices when using this mod on custom npcs such as interesting NPC, populated cities town's villages, vilja?

 

Unless you want to use CK and record new files for the responses with appropriate names, nothing besides the FusRoDoh mod.  The main reason I dropped Romance for Submit is that Romance has no voiced dialogue whatsoever (plus the dialogue is so cheesy I was turning into a mouse every time I read it).

That was the same reason I added the consensual speech option in the first place.  Romance was my first and only SL mod for a while, then I made Submit to complement it for nonconsensual combat situations, to handle those dirty bandits!

 

But the non-voiced part kind of irked me over time.  The actual dialog, while a wee cheesy and times with some typos and grammatical issues, was easily rectified with a little editor work, but nothing could be done about the lack of voices.  After discovering how to use the DialogGeneric/Misc/Shared entries, which house, amongst other things, the persuasion/bribe/intimidate pass/fail responses, ideas of how to use them in turn came to mind.

 

Admittedly, some of the player options in Submit are just as cheesy and/or silly, but I had a very finite amount of wiggle room with setting up context, given that I only had so many response options, so it wasn't like I had the luxury of writing whatever smoove shit I wanted.  So in the end, I think I decided to be tongue in cheek and/or a bit silly for many of them, and went with whatever phrasing and set up made me laugh. :) As you can probably tell from my avatar, I don't really approach the mod with anything remotely resembling /seriousface. :P

 

Plus, I was probably drunk while doing some of them. :P

Posted

Oh, yeah, one more thing, for those chomping at the bit for the next revision.  Late last night, I removed the 3-way scene as discussed, and I had my test PC and follower surrender to two bandits, and they paired off, one for each of us, and did their thing.  I have clean up work to do on the follower's side of things, because they weren't getting bound, etc, plus I also want them to abort their scene immediately upon the player finishing to avoid script timing issues (Follower to postsex stuff while still having sex, etc).  Minor things I can easily take care of tonight.  However, there are two main things left to do before I update:

  1. In the event that there is only a single aggressor, but a follower, I also need for the follower to cower off to the side or something.  Technically, if you have a follower, and there is only a single aggressor, it's kind of silly that they could rape you while your follower just stands there.  Maybe I'll have your follower get punched in the face and have them stagger about in bleedout while the aggressor does their thing to you.
  2. If there are 2+ aggressors, but no follower, I need to have the second one take a turn after the first one finishes.

I have no major concerns with getting them both done, but I just don't know if I will be able to do both *and* test them enough TONIGHT.  If I don't finish tonight, I have to go out of town tomorrow for work, which means I won't have access to a machine with the CK and such on it, so then the update won't happen until the weekend.

 

Obviously, not the end of the world, but I would like to get it out before I leave to give everyone a chance to see if that solves most of the issues while I'm gone and hopefully just maybe have a few minor bugs/tweaks left and then be done before all of my end of year vacation stuff.  So, we'll see!

Posted

I'm eager to try this out for sure, but it's understandable if you need more time.

 

Heck it took me forever to learn how to work this app that simply installs mods.... you are actually creating stuff! I feel like I have no cause to complain either way. :)

 

Still, it would sure be nice to have that tonight...............

Posted
  1. In the event that there is only a single aggressor, but a follower, I also need for the follower to cower off to the side or something.  Technically, if you have a follower, and there is only a single aggressor, it's kind of silly that they could rape you while your follower just stands there.  Maybe I'll have your follower get punched in the face and have them stagger about in bleedout while the aggressor does their thing to you.
  2. If there are 2+ aggressors, but no follower, I need to have the second one take a turn after the first one finishes.

Okay, clean up from last night's stopping point is completed, as well as #1 from this list.  I decided to not bother with having a single aggressor try to hit the follower or anything, because otherwise it would look silly with this single dude running around while everyone stood still.  But they will collapse to the ground along with the player, and remain there while the player is taken.  If there is more than one aggressor, they will pair off, and your follower will get taken now.

 

If you use follower mods that allow more than one, then any extra followers *should* simply act as they had previously, which is to cower and get robbed, depending on the MCM option selected.  I don't use follower mods so I couldn't test this directly, but the change to handle this was minimal, mostly using code that already existed and just was ignored for the 'selected' follower.

 

Now all that is left is #2, and I think I know how to do that relatively easily.  Let's see if my idea bears fruit! :)

 

Edit: Hot diggity.  First test and it worked exactly like I wanted.  Two bandits, no follower, the first punches you out, then takes a turn while the second stands guard, weapon out, fully dressed.  After the first finishes, you do the bleedout for a few seconds while the first goes back to weapon out, fully dressed, then the second one takes a turn while the first stands guard.  After they both finish, you go into the bound state.

 

Time to prep and upload the update. :)

Posted

Most Recent Changes

10DEC13 2145

  • Build in delay to escape attempt to coincide with the result scrawl timing, avoid spamming problems. - Completed
  • Remove the Stamina cost to the escape attempt. The newly built in delay will be spam prevention. - Completed
  • Add in short visual for the escape attempt so it's more obvious for players when the attempt is actually made. - Completed
  • Add in cumulative +1% to escape chance with each failure. This resets after an escape or if you get caught. - Completed
  • Add in "Bound until you get help" to the 'hardcore' mode. If NPC is indoors and not Relationshio >= 1, they will take advantage of you, and toss 10-25 gold at you after they finish. - Completed
  • Move Giants to 'Sentient' Creature tier. - Completed
  • Fix issue where the "Unarmed Damage Minimizer" effect wasn't being properly removed. - Completed
  • Add in OnHit() check for 'Calm' spell dispelling if any NPC currently under the 'Calm' spell gets hit. - Completed
  • Check to make sure option to let follower have a turn with victims is working.  Fix if not. - Tested and appeared to be working as intended
  • Add in loose sandboxing AI Package for assailants post-sex for 'hardcore' mode. - Dropped as trivial waste if time
  • Tier 1 (Sentient) Creatures can fully steal like NPCs, must escape binding. - Completed
  • Tier 2 (Non-sentient) Creatures don't steal/bind, you simply get up into the grace period. - Completed
  • Add in follower getting taken as well if there are enough assailants to go around. - Completed
  • Removed 3-way surrender.  Now if no follower is present, 2 bandits will simply take turns. - Completed
Posted

I just realized after I uploaded that I forgot to add the bindings to the NPC bounty to handle keeping their wrists bound, even if/when they run around.  But, given that it is a purely minor and cosmetic thing to what is very much a side feature of the mod, I'm going to add it in on my copy tonight, but I'm not going to bother reposting the update until I get back from my trip, see what other bugs I may have to take care of.

 

If nothing miraculously needs to be taken care of (HAH! :lol: ) then I'll just upload that little tweak over the weekend.

Posted

Yaaay!

 

And I think I finally got my Skyrim working again, so this timing is fortuitous!

 

Edit: Downloaded and ready to go! Just gotta make my new character and see how it all works. I really appreciate your work, Dkatryl, and hope you have a great trip. ;)

Posted

Doh, also forgot to remove the msg from when the auto surrender tries to trigger, given that it could be confusing if/when it goes off while fighting something that isn't a valid surrender target.

 

I removed it in my copy tonight, it will be part of the update when I get back.

Posted

Just tried the creature functions as a female Vampire Lord on a female subject, consensual worked fine but forced didn't. It fired off the red shout looking effect, ran a submission check, said I won, ported the female victim in front of me, and then she fell over like the animation was finished with out even stripping. Attempting a few more times resulted in the same effect but eventually I was unable to move. I am running Shadows Vamplord mod ( http://www.loverslab.com/files/file/368-shaydows-vampirelord-overhaul/ ) but it didn't cause any problems for the consensual scenes so *shrug* . I'm hoping it'll be some magically easy solution like "You forgot to turn creature support on", I did make sure that was on, but I can't think of what it might be.

Posted

Got a minor bug to report:

 

Since Vamp's will now force infect you with Sanguinare Vampiris when you get defeated, it's possible to get a dual infection of the stuff.

 

My poor level-11 Dunmer went up against a Vampire Mistwalker and her Fledling companion masquerading as Vigilants, and i was infected instantly from their Life-drain spells when they jumped me. The Fledgling didn't put up much of a fight, but that Mistwalker and her frost-enchanted sword hit like a truck, so i got defeated and bitten, got a second notification that i had been infected, and you can guess the rest that happened.

 

Afterwards i had two instances of Sanguinare Vampiris in my list of active effects, as the sun rose i got the "you feel weaker.." message twice, and i was missing 50 health points (Sanguinare Vampiris reduces you by 25 HP normally).

Well, i was curious to see what would happen if i let this progress, and took a nice 3 day nap. One of them progressed to Vampirism, and the other it seems just got suspended in Limbo, sticking around in my list of active effects and draining me of 25 HP, and townsfolk would still comment that i looked sick.

 

 

Chugging a cure-disease potion removed the extra Sanguinare Vampiris, and there doesen't appear to be any ill effects left over from it, so it's not a big problem. Feel free to stick this one at the very bottom of the to-do list, it's not game breaking by any means, more of a quirk really.

Posted

So how do you activate the 

 

  • Add in "Bound until you get help" to the 'hardcore' mode. If NPC is indoors and not Relationshio >= 1, they will take advantage of you, and toss 10-25 gold at you after they finish. - Completed

I don't see anything obvious in the mcm for that. Course I might have just missed it.

Posted

Could you reduce the stamina cost for the submit grapple during combat or have it only kick in at a certain level threshold as i've found it hard to beat down a bandit and keep them down while stamina regenerates enough for me to make them submit on new characters.

 

There running around going "I yield" etc at the time as well so its not really immersion breaking if they submitted without getting a punching/light punching

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