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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.

 

I believe it's automatically part of the 'hardcore' mode if you have that activated. I will have to try it myself.

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.

 

I believe it's automatically part of the 'hardcore' mode if you have that activated. I will have to try it myself.

 

 

Yes it is. Or to be more clear and avoid any potential confusion: It's the Grace-Period setting in the MCM menu (it's not called "hardcore" in the menu).

 

If enabled, you will unbind yourself and have a 60 second chance to escape when you free yourself. If disabled, you will remain bound after freeing yourself and be unable to fight or much else, and you only get a 5 second grace period to flee, and you must find a freindly NPC to free you from the binds.

 

However, i do belive it's only works if you have also checked the option for player gear to get stolen, so that also needs to be enabled.

Posted

Yeah after I played for a bit, I was able to figure out that it has to do with whether the grace period is set. At first, I had the 60 second grace period toggled on (because it's default), and once I freed myself, I was fully free. I then toggled it off and got captured again, and this time my wrists stayed bound once I 'freed' myself. It's a little weird that I still have to go through the motions of getting free, only to not really be any more free than I was, but it's possibly a limitation of the code and I don't find this unacceptable at all.

 

I don't believe it matters whether you have 'gear stolen' toggled on or not.. if you have hardcore mode on, you are bound and naked, and can't access your inventory. Thus, you are still helpless until someone frees you, at which point you can put your armor and weapons back on. I didn't test this, but I know I read dkatryl mentioning this specifically.

 

One thing odd I did notice was that, due to the new code which has bandits take turns, if it was just me being captured (i.e. no companion) and one bandit, they took 2 turns on me before binding me. Still not a big deal, but it was kinda funny. ;)

Posted

hey guys, so earlier i install this mods and everything is work perfectly fine, but somhow, when i turn off my skyrim , and get back on, i got a problem. The conversation is work fine, the sound stay work like before, but the animation somehow buggin. my toon and the npc just stand still and stare at each other =_= .

 

did i do something wrong ? or this is common glitch ?

Posted
 

I don't believe it matters whether you have 'gear stolen' toggled on or not.. if you have hardcore mode on, you are bound and naked, and can't access your inventory. Thus, you are still helpless until someone frees you, at which point you can put your armor and weapons back on. I didn't test this, but I know I read dkatryl mentioning this specifically.

 

I'm not entirely sure if that setting changes it or not, maybe someone has played with those settings and can say for sure.

 

One thing odd I did notice was that, due to the new code which has bandits take turns, if it was just me being captured (i.e. no companion) and one bandit, they took 2 turns on me before binding me. Still not a big deal, but it was kinda funny. ;)

 

Yeah i have noticed that aswell. And it's not just when there is only one bandit, i was in a situation where it was just me against two bandits, but due to the limited sandbox code they had in this location, one bandit would always stand with her back turned to me (and thus not have LOS on me), and the other would always stand staring right at me.

 

Every time i "got noticed" or failed an unbind attempt, the guy who was standing there facing me would take 2 turns in a row on me, and the other one never got involved.

 

Damn shame too, as she was a rather pretty Redquard... *sigh*, such fun we could have had.

Posted

Yeah after I played for a bit, I was able to figure out that it has to do with whether the grace period is set. At first, I had the 60 second grace period toggled on (because it's default), and once I freed myself, I was fully free. I then toggled it off and got captured again, and this time my wrists stayed bound once I 'freed' myself. It's a little weird that I still have to go through the motions of getting free, only to not really be any more free than I was, but it's possibly a limitation of the code and I don't find this unacceptable at all.

 

I don't believe it matters whether you have 'gear stolen' toggled on or not.. if you have hardcore mode on, you are bound and naked, and can't access your inventory. Thus, you are still helpless until someone frees you, at which point you can put your armor and weapons back on. I didn't test this, but I know I read dkatryl mentioning this specifically.

 

One thing odd I did notice was that, due to the new code which has bandits take turns, if it was just me being captured (i.e. no companion) and one bandit, they took 2 turns on me before binding me. Still not a big deal, but it was kinda funny. ;)

This is correct, gear stolen or not does not matter for hardcore, since you can't access your inventory/spells/etc.

 

And if you have the grace period on, and don't have your gear fully stolen, equipping your gear, changing spells, looting, etc, will immediately end the grace period.

 

Also, non-sentient creatures (lions, tigers, and bears, oh my! :o ) operate slightly differently, regardless of setting.  Beasts don't rob you at all, not even of gold, not gear, regardless of setting, they don't bind you, regardless of setting, you just bleedout for a moment after it finishes they you are free.  To compensate for all of that, there is only the 5 second grace period that hardcore vs sentient creatures/NPCs get, since you can immediately put your stuff back on, run away, etc.

 

As to the lone bandit taking two turns, huh, how odd! I didn't test that specifically, but I did test one bandit with a follower, and they didn't do that there.

 

Interesting.  I guess that bandit got added to BOTH alias slots?  I'll just make a Alias1 != Alias2 check I guess.  Should be easy enough.

Posted

 

Yes it is. Or to be more clear and avoid any potential confusion: It's the Grace-Period setting in the MCM menu (it's not called "hardcore" in the menu).

Yeah, I should re-label it and update the description a bit in the MCM.  Will add it to the list.

 

Sorry MCM translators, once more into that breach! :P

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.

Huh, well, there ya go.  My testing was going to Helgen (It's great for when you want several bandits real quick, even for low level characters with few map points explored!) and just using console to setrace ####racevampire, then surrendering.  They didn't actually use the original vamp thingy on me.

 

I guess I'll just do a check and if you have the effect already, ignore casting the surrender's bite spell.  Will add it to the list.

Posted
  • Add the 'wrist binding' item to NPC Bounties to help maintain the wrist bound animation like I do for when the player escapes in 'Hardcore' mode. - Completed
  • Remove message for when the auto surrender is ready to trigger. Given that it was showing even if the target was invalid, it was confusing. - Completed
  • Add Alias1 != Alias2 check so that a single bandit does not take 2 turns on player surrender.
  • Add Sanguinus Vampiris effect check before applying the NPC Vamp Bite spell during player surrender.
  • Rename Grace Period and revise description to better explain 'Hardcore Escape' mode. Sorry MCM translators!
  • Bug fixes?

Updated OP.  That's my current list from glancing over stuff this morning.

Posted

Yeah i have noticed that aswell. And it's not just when there is only one bandit, i was in a situation where it was just me against two bandits, but due to the limited sandbox code they had in this location, one bandit would always stand with her back turned to me (and thus not have LOS on me), and the other would always stand staring right at me.

 

Every time i "got noticed" or failed an unbind attempt, the guy who was standing there facing me would take 2 turns in a row on me, and the other one never got involved.

 

Damn shame too, as she was a rather pretty Redquard... *sigh*, such fun we could have had.

The reason I use the LOS was because, again with my Helgen testing early on when first making the player surrender stuff, I noticed that when I was running around madly getting a big pack of bandits to chase me, I would have active enemies on the other side of the burned out barricade between where the one caster type is always standing on the two that patrol outside the tower that has one bandit at the very top.

 

Due to the layout, those two patrolling ones couldn't physically get to me when I was playing with the caster and the two gate patrol dudes, but if I didn't use the LOS for the target selection, then I was witnessing one (or both) of the guys from the other side of the barricade magically teleport over to smack me down in preference to the dudes that were actually hitting me with weapons moments before.

 

I felt that was kinda wonky for it to be possible to just grab ANYone within 500', regardless if they could actually see you or not.

Posted

I don't believe there is any setting you could use that wouldn't result in wonky AI behavior, because Skyrim is built on wonky AI behavior. :)

 

That said, I think k using LOS to determine aggression is the correct way to go.

Posted

The reason I use the LOS was because, again with my Helgen testing early on when first making the player surrender stuff, I noticed that when I was running around madly getting a big pack of bandits to chase me, I would have active enemies on the other side of the burned out barricade between where the one caster type is always standing on the two that patrol outside the tower that has one bandit at the very top.

 

 

 

Due to the layout, those two patrolling ones couldn't physically get to me when I was playing with the caster and the two gate patrol dudes, but if I didn't use the LOS for the target selection, then I was witnessing one (or both) of the guys from the other side of the barricade magically teleport over to smack me down in preference to the dudes that were actually hitting me with weapons moments before.

 

I felt that was kinda wonky for it to be possible to just grab ANYone within 500', regardless if they could actually see you or not.

 

I've got no beef with the use of LOS to determine who takes a turn, it makes sense. I was just pointing out that the current "bandit takes two turns in a row" thing can happen even if there is more than one bandit. 

 

This was just a bad location where the AI has no sandbox package to use, and thus always ended up standing in the exact same spots, and never moved from them (and just my luck, the hot Redguard chick always had her back to me, and the ugly Nord guy who looked like he'd do well in a ZZ-Top tribute band always faced me. Curses!).

 

 

This is a problem with one-shot and random-encounter locations, the AI that gets spawned in them generally have nothing to do or anywhere to go, save for running up to the player and attacking them when they see them, and thus always returns to standing in the same spot.

 

I don't think there's anything to do about that really, atleast, nothing that woulden't require some heavy-handed scripts or heavy editing of the encounters or encounter zones, which i would not recommend, i very much doubt it would be worth that. It's probably best to just write it off as "Skyrim is pretty basic in some ways, sucks, but meh" and leave it at that.

Posted

I've got no beef with the use of LOS to determine who takes a turn, it makes sense. I was just pointing out that the current "bandit takes two turns in a row" thing can happen even if there is more than one bandit. 

Understood.  The Alias1 != Alias2 check I will add should prevent that, whether it's a single bandit trying to take 2 turns, or technically 2 (or more) bandits, but only one sees you.

Posted

So, I had the version from November working good but both the december 6th and 10th versions don't work for me. Using the December 6th version

I first tested out creatures, wolves, and...well I would just fall to the ground and start to get back up, but then immediately be bound with a locked camera. 

Things got weird from there. The wolf/wolves walked away, came back, forced me into the bleeding out position multiple times and rebounded me multiple times. 

I then teleported 10 feet up a hill, bit the air, and a wolf resisted my sanguinaris effect.  I was so confused.  Other strange things happened as I could surrender

to the wolves and then I and the wolf would just stand their staring each other down. 

 

December 10th version doesn't work on anything either.  I can submit to humans/humanoids but I only enter the bleeding out

stage and then get killed by the thing I didn't surrender to.  I am running the PCEA path mod and the check in FNIS for it.

I am also using the newer version of sexlab frame work from the git website using tortoisegit.

Sexout Defeat works fine, all animations work fine, etc.  So I have no idea what it might be.

I never installed this mod till November of this year so I know i don't have the old scripts running around. 

I will upload my papyrus script shortly and hopefully that might lead to some insight if possible. 

Any thoughts or help would be greatly appreciated.

Papyrus.0.rar

Posted

So, I had the version from November working good but both the december 6th and 10th versions don't work for me. 

 

-SNIP-

 

Three things come to mind:

 

1) Did you start a new game? Or are you playing on an old save that was running the old November version previously?

 

A lot changed with this release of Submit, quite a lot, and since Skyrim bakes any script that it runs into your savegames, that means old code can still be causing problems with new code, even if the old code was fully uninstalled. It's annoying, really annoying, but sadly that's how Skyrim does things and it can't be changed (atleast not by modders).

 

So this could be your problem. If you haven't already, try starting a new game and see if the mod works then (might want to make a backup of your saves first though).

 

 

2) You are running PCEA, and PCEA has been known to not work with some mods.

 

If option 1 above didn't work, then you could try uninstalling PCEA and see if that fixes the problem.

 

 

3) Did you remember to run FNIS after installing?

 

I ask, because even though i know to do this, i somehow always manage to forget this important step myself, and it's not untill i'm in the game and the mod i just installed isen't working right that i remember "Ohhhhh... yeah, the FNIS thing, i didn't do it". :D

Posted

In response to Coopervane,

 

I did try a new game with another female character and the same result happened.  I also tried disabling the PCEA esp and running FNIS without the checkmark for it.

Still nothing unfortunately.  Also, I did have PCEA enabled while running the previous November version with no issues.  It's weird cause every other sex mod I have works.

It just went wonky on the December versions and I am trying to see what I changed.  I feel like scripts are infinitely failing whenever I surrender but i have no

understanding of papyrus or any of the mumbo jumbo in that log, hah.  I have save cleaner, tried using the clearinvalidregistrations in the skse.ini in the skse folder in data

and I sitll don't believe that is helping clear up any of the junk scripts I have. 

 

I am not suffering from any crashes so I am kind of stumped at what to do.

Posted

I have the same problem as Snarfdog. What is PCEA?

 

PCEA is Player Character exclusive animation path from XP32.  I use it to seperate a few of anims to my player character only

so the NPCs don't use it.  Mainly bow anims and magic anims.  I am wondering if the version of sexlab form the development thread

is my issue. 

Posted

I don't use PCEA in that case, I have the similar problem, mainly with creatures. Whenever I submit either the creatures just become neutral and walk away or sometimes I ragdoll into a bound pose immediately.

 

Apologies for asking but what is this hardcore mode and how do I activate it, I must be blind as I can not find it.

Posted

Something wierd is happening to me to, often when I get below my auto-surrender health (15%) I get the message at the top left saying health percentage level and that chance is 100% and that I rolled a 61% (for example) and the the bandit de-aggroes and walks away... nothing happens to my character, no surrender.

 

What could be the cause of this?

 

I do have alot of other mods and the ones I installed recently, before discovering this, are PCEA (PC exclusive animations), a bunch of different animations for combat/idles etc, dual sheath redux and a skeleton. Could these interfere in some way?

 

EDIT: Sorry I didn't read the posts after #1841. So it seems maybe PCEA is the culprit? Hmm.. Going to try to uninstall that then.

Posted

First I'd like to apologize if my continuos posting seems like whining but I just want to help troubleshoot things since there has been 2 others beside me with similar problems.

 

Alright with that out of the way, here is what I can report when it comes to the submitting feature. All the following was done without auto surrender.

 

All creatures from the creature group 2 (bear, dog, wolf, sabre cat, spider, chaurus) are bugged on my end, they simply stop attacking without any sex act or post act bondage, with the exeption of giants, giants are bugged in the sense they just put binds on me and leave me froze in the ragdoll camera. When surrendering to giants the messege in the upper left corner says "you attempt to surrender to your enemies" while the same does not show up when surrendering to the creatures mentioned earlier.

 

The creatures from group 1 work fine.

 

A random occurence where NPCs like the 3 dawnguard NPCs that hunt you down as a vampire, they did not have sex with the PC, just bound me, luckly with this case it wasn't stuck in ragdoll camera, so I could free myself. Most of the random bandits and forsworn worked without a hitch (with the exception of a single assailent having 2 GOs at me but that is already being fixed for the next version).

Posted

First I'd like to apologize if my continuos posting seems like whining but I just want to help troubleshoot things since there has been 2 others beside me with similar problems.

 

Alright with that out of the way, here is what I can report when it comes to the submitting feature. All the following was done without auto surrender.

 

All creatures from the creature group 2 (bear, dog, wolf, sabre cat, spider, chaurus) are bugged on my end, they simply stop attacking without any sex act or post act bondage, with the exeption of giants, giants are bugged in the sense they just put binds on me and leave me froze in the ragdoll camera. When surrendering to giants the messege in the upper left corner says "you attempt to surrender to your enemies" while the same does not show up when surrendering to the creatures mentioned earlier.

 

The creatures from group 1 work fine.

 

A random occurence where NPCs like the 3 dawnguard NPCs that hunt you down as a vampire, they did not have sex with the PC, just bound me, luckly with this case it wasn't stuck in ragdoll camera, so I could free myself. Most of the random bandits and forsworn worked without a hitch (with the exception of a single assailent having 2 GOs at me but that is already being fixed for the next version).

The last part, the dawnguard NPC's likely did not fall under the "HostileNPC" function check I created to handle most of the usual suspect factions plus any NPC that is Aggressive >= 2.  In the event they do not (Such as guards and civilians) what you described is exactly what they will do.

 

As to the creatures, I don't know what it could be if you have Creature sex turned on in your SL Framework's MCM.  They all work correctly when I tested them one by one with the exception of spider (alignment issues, not related to Submit) and the dog didn't do anything, again, not related to Submit.  I don't create the animations or anything, I just send a call to run them within the Framework.

 

You can even test them the way I did.  Find a regular NPC bandit that works correctly, open the console, select the NPC, type "setrace bearbrownrace" and they will become a big shaggy bear.  Surrender, observe.

 

I could do that all day long with any creature type (that is valid of course, no skeevers and horkers and crap :P)

Posted

 

I have the same problem as Snarfdog. What is PCEA?

 

PCEA is Player Character exclusive animation path from XP32.  I use it to seperate a few of anims to my player character only

so the NPCs don't use it.  Mainly bow anims and magic anims.  I am wondering if the version of sexlab form the development thread

is my issue. 

I have no idea if your development version of SL Framework is the issue, as I am only running 1.24.  I know Ashal will be released 1.3 sooon-ish (Is the 15th still the target date?) and once he does, I plan to see if I need to revise any of the thread code to work with the new version.  (Plus if he added any new toys to play with!)

Posted

 

So, I had the version from November working good but both the december 6th and 10th versions don't work for me. 

 

-SNIP-

3) Did you remember to run FNIS after installing?

 

I ask, because even though i know to do this, i somehow always manage to forget this important step myself, and it's not untill i'm in the game and the mod i just installed isen't working right that i remember "Ohhhhh... yeah, the FNIS thing, i didn't do it". :D

FNIS shouldn't be required for just installing/upgrading Submit, as I neither add nor change any animations.  The only animations I call are stock Skyrim animations, other than what is called through the Framework thread system.

 

So, if other sex mods work, then I doubt it is a FNIS issue.

 

Now, what is the culprit, on the other hand, I don't know, as everything runs correctly when I surrender. :unsure:

Posted

 

Now, what is the culprit, on the other hand, I don't know, as everything runs correctly when I surrender. :unsure:

 

I'm thinking this is a Sexlab/FNIS issue, from what people are describing, Submit is doing what it's supposed to be doing right up untill the point that a Sexlab anim is asked to play, and then things go wrong.

 

Submit and my other Sexlab mods are working fine for me, i'm running:

 

Sexlab 1.24

FNIS 4.02

 

There's a new version of FNIS out however, FNIS 4.1, and there's also a Devbuild of Sexlab, maybe that's what people are running? Maybe there's some problem there that hasen't been resolved yet?

 

 

Those of you experiencing the problems, what versions of SKSE/Sexlab/FNIS/SkyUi/Otherstuff-goes-here are you running?

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