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Posted

> dkatryl

 

Thanks for that.  One of the problems with being old is that one was born in an era when sarcasm was considered to be a form of art, so I'm really quite Ok, thanks  :shy:   TBH, I probably should have been a little more forgiving and walked away....so my apologies to srayesmanll are probably in order

 

BTW, I have tried your mod, and I really have read a lot of the info on this thread, but by the fragmentary nature of forum posts, it can be difficult to get a coherent picture of all the issues raised.  In particular, I mean the possible crossovers between 'Submit' and 'Defeat'.  Is there any one single post on here that you think summarises succinctly how they best work together?  Or do they just not?  I have messed about with the 'threshold' and 'health' triggers to try to separate them, at least in my own head, but I acknowledge that that's been quite limited really, so I may have missed a trick or two

 

I don't want to waste your time going back over what is, to you, old ground, so a pointer somewhere, or a sentence of one syllable words that even my age ridden incomprehension might grasp, would be welcome.  And if you are inclined to merely respond with a short, rude, acronym, I really won't take offence  LOL

Eh, it would take less time to retype it than to dig through over a hundred pages of posts (Counting the *old* thread as well)

 

They do not work together in a hard sense, so have to be setup in a way to minimize both triggering simultaneously, as that is the chief point where they could potentially conflict.  (i.e. 2 independent scripts trying to take over, pulling your poor character apart! :P)

 

The perfect threshold delta between the two mods is probably a bit more art than science, and how tight you make it is largely dependent on how much life you have (lowbie character or high level, for instance)

 

In general, if you want to run both (or all 3 with SD thrown in the mix!), you have to figure which one do you want to trigger first and second (third?), set that one at the highest level.  Of course, then you throw in the fact that Defeat, and now Submit, has the option to have it randomly trigger once below the threshold if so desired, and it can really blur the lines a bit.  But, let's just say, for easy talking points, that we have them both set to 100% once you fall under the threshold.

 

Say you decide to set a 10% delta between the two, and you set one threshold at <50%, and the other at <40%.  Now, let's say you have 100 max life, like a new character.  That means it triggers one at <50 HP, and the other at <40 HP.  That's only a difference of 10 HP, and you can easily see a scenario where a big hit could easily take you from 51 to 39 by doing only 12 HP of damage, and then the next hit would be below BOTH threshold's, and now you have both mods taking over.

 

Now say the exact same thresholds, 50% and 40%, are applied to a dude with 500HP.  Now, one would trigger at <250 HP, and the other at <200 HP.  That's a difference of 50 HP on that guy, which is a far larger raw value, and less likely for a single hit to go from 251 -> 199.

 

So, the lower your total health, the larger you will probably want to make the threshold delta, simply because the percent nature of the setting can be deceptive in making you think there is a larger buffer than there really is.

 

Beyond that, what I've read is many people commonly use the manual setting for one, and the auto trigger setting for another, and kind of mix and match elements of one they prefer with elements of the other.  One chief reason is that Submit lacked the creature stuff until recently, so if they wanted creature support, they *had* to use Defeat to some degree.

 

At this stage, I think most of the key features are present in one fashion or another in both, leaving each user to largely try one or the other, decide which one they prefer, and then just stick with that one entirely.  Or, continue as they had previously, using bits of one and the other together.  Or, hell, all of both. :P

Posted

Recalled someone mentioning an issue with being stuck when getting jailed.  Took a look at it, and realized that a change a while back to allow guards to bend you over a barrel IF indoors was causing an issue, because after getting moved to jail, you WERE indoors, but they were not, leaving it trying to start a 2 actor sex scene with only 1 actor, leaving you stuck.

 

So, fixed that, will be part of the next update.  This is where I'm at:

  • 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. - Completed
  • Add Sanguinus Vampiris effect check before applying the NPC Vamp Bite spell during player surrender. - Completed
  • Rename Grace Period and revise description to better explain 'Hardcore Escape' mode.  Sorry MCM translators! - Completed
  • Add 'cuffs' to Follower, disallow Followers from being valid help to free you in 'Hardcore'. - Completed
  • Fix tier 2 creatures not properly doing animations while outside. - Completed
  • Fix getting stuck when jailed by guards. - Completed
  • Revisit freedom dialog.  I was rushing to get it out before I left for my trip, now I can take a moment or three to go over it once more.
  • Bug fixes?

So I expect it to be finished and up tonight.

Posted
  • Revisit freedom dialog.  I was rushing to get it out before I left for my trip, now I can take a moment or three to go over it once more.

 

If possible please add a chance that they do not free you after raping you, so that you have to ask a couple of npcs till you get lucky and get freed :)

 

Posted

> dkatryl

 

Thank you for that explanation.  It is very helpful.  I'll have a rethink on the settings balance, and see what I can come up with that makes for the most fun - might even actually be the most unpredictable.  Who wants everything to run on rails? :)

Posted

> dkatryl

 

Thank you for that explanation.  It is very helpful.  I'll have a rethink on the settings balance, and see what I can come up with that makes for the most fun - might even actually be the most unpredictable.  Who wants everything to run on rails? :)

 

What I use to do when submit did not have a sliding chance was set defeat high and submit as a last ditch. Now I use submit for PC being the victim and defeat for NPC/NPC or PC being the aggressor it works out well for that now.

Posted

 

  • Revisit freedom dialog.  I was rushing to get it out before I left for my trip, now I can take a moment or three to go over it once more.

If possible please add a chance that they do not free you after raping you, so that you have to ask a couple of npcs till you get lucky and get freed :)

Eh, after having to run the long way to find someone to help you, and then getting debased one more time, eh, anything beyond that is really just straying towards tedious.

 

Especially since then I'd have to add an option for those that wanted vs not, and, eh, yeah, I'm going to pass.

Posted

 

 

  • Revisit freedom dialog.  I was rushing to get it out before I left for my trip, now I can take a moment or three to go over it once more.

If possible please add a chance that they do not free you after raping you, so that you have to ask a couple of npcs till you get lucky and get freed :)

Eh, after having to run the long way to find someone to help you, and then getting debased one more time, eh, anything beyond that is really just straying towards tedious.

 

Especially since then I'd have to add an option for those that wanted vs not, and, eh, yeah, I'm going to pass.

 

 

Fair enough, maybe i am just too masochistic this time :D

 

Had a fun moment in white river watch, lost to ulfr the blinds assistants, and he said something like "now you won't attack a blind old man again, will you" after binding me. Funny how well accidently vanilla skyrim dialogue can fit various sexlab situations.

 

Posted

Most Recent Changes
14DEC13 2141

  • 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. - Completed
  • Add Sanguinus Vampiris effect check before applying the NPC Vamp Bite spell during player surrender. - Completed
  • Rename Grace Period and revise description to better explain 'Hardcore Escape' mode.  Sorry MCM translators! - Completed
  • Add 'cuffs' to Follower, disallow Followers from being valid help to free you in 'Hardcore'. - Completed
  • Fix tier 2 creatures not properly doing animations while outside. - Completed
  • Fix getting stuck when jailed by guards. - Completed
  • Revisit freedom dialog.  I was rushing to get it out before I left for my trip, now I can take a moment or three to go over it once more. - Completed

Enjoy.  Oh, btw, a little thing I discovered last night while testing the last item?  Don't try to mount a horse while your wrists are still bound.  If you do, hey, I warned you! :P

Posted

Greetings,

 

Alrighty so I gave this a good spin, starting out with alternate start is always adventurous, Much running along the road. I find that if I disable creatures being handled by this mod entirely, it still tries to autosubmit to them. (Put defeat back in and am using that to handle creatures, but Submit to handle humans and NPCs) Also experienced an interesting bug. Attacked by a vampire's servant. She managed to kill me. But I've a death alternative mod. So that keeps me alive (i put that back in too) not sure if it makes a difference, because usually either submit or defeat will fire anyway. Actually the alternative death mod keeping me live is what gives it time to fire. As I noticed submit is a bit slow to fire and then it will spam me with like 4 messages of an attempt to auto surrender. On to the story. Autosubmitted to her, she didn't do anything, just stayed aggressive. My character did not get the beat down, or anything of that nature, so she just went on her way back to whiterun. The vampire thrall followed her all the way into the city where she was killed. So that was interesting.

 

Another bug I noticed, attacked the bandits that are behind whiterun. I usually kill them for starter gear. To use or melt down. They won the first fight and then proceeded to rape .. each other o.0. My character got the beat down. The other guy that was with him, cowered like my character did, basically acted like he was her follower. He then went down, so did my character. She was tied up and then the one bandit raped the other one in front of her o.0.

 

Also experienced the same bug that others have described, the single bandit going twice.

 

That's all. Thank you for the mod :)

 

-C

 

EDIT: Eh.. just saw you updated, I'll give that a spin, don't know if what I experienced will hold true for the newest version. Thanks for the update :)

 

-C

Posted

 

EDIT: Eh.. just saw you updated, I'll give that a spin, don't know if what I experienced will hold true for the newest version. Thanks for the update :)

 

-C

Most of what you mentioned should have been addressed in tonight's update.

 

If not, well, that's what updates are for. :P

Posted

 

Another bug I noticed, attacked the bandits that are behind whiterun. I usually kill them for starter gear. To use or melt down. They won the first fight and then proceeded to rape .. each other o.0. My character got the beat down. The other guy that was with him, cowered like my character did, basically acted like he was her follower. He then went down, so did my character. She was tied up and then the one bandit raped the other one in front of her o.0.

 

I've had that happen once before, think that was two releases ago or so. I think it's a fluke plain and simple, that the script fires wrong due to script-lag or something, and a wrong target gets chosen. I've used Submit for many versions now, and it's only happened that one time. Eh, Papyrus can be a volatile thing at times *shrugs*.

 

 

Anyway, it's a gray and lazy Sunday morning, time to try out this new version!

 

Thanks for the update Dk. :)

Posted (edited)

A few notice after using last update, that is great!

It'a very hard to survive at low level or in a crouded area. Only real chance is yealling out I submit (using the key) ;) Maybe player set as essential could help.

Same conditions as above, is really hard to escape from capturers. Most of us using Rnd and Frostfall have very few chance to run away (due to reduced speed and low stamina recovery). A very few seconds grace period after succesful escape attempt in hardcore mode could help.

Using dangerously nude, if this kick in the surrender will restart. This means a lot of rape, but even the chance of neverending one :blush:

Maybe I did not undestand how "friendly help" works, but after initial denial and my promise to do anything, they just free me and let me go.

As told, just notice, no bugs report or requests. Mod's great as it is.

Thanx

 

Edit: my fault, the surrender restart is due to random/after failure chance for another round. Dangerously nude seems to break the mod as after that you're no more bound.

Anyway auto-submit doesn't seem to work for me, even at 100/100.

Player essential mod helps, but just a little, because submit doesn't kick in while in bleding status. Anyway it gives you another chance to try.

 

Edited by whatto51
Posted

Can't seem to submit to creatures.

 

Seems to be working alright otherwise.  I am, on the other hand, using the Sexlab Framework 1.30 Beta, so that could have something to do with it...

 

Edit:  For the record, when double-checking my files manually, I noticed that when Mod Organizer unpacks the BSA the .seq file is 0 bytes, but if you manually unpack just the .seq file it's 4 bytes.  Something that might warrant looking into.

Posted

German translation of Submit 2013.12.14.

Needs the original mod to be installed first.

 

installation:

Manual:

Just extract directly into the Data folder, overwriting the existing file.

 

NMM:

Overwrite when prompted.

 

MO:

Choose merge, when installing into the original mod folder or install seperate, but then load those files after the original mod.

 

 

Attachement outdated -> deleted.

Posted

Help !! no follower dailouge option to trigger the follower sex animation only rob and pc sex dialouge present after defeating an npc, Anyone have any issue

Posted

I made a very minor tweak to the "Rescue NPC" dialog.

 

Previously, it was pretty much a "guard and/or rank >= 1 auto release, everyone else says no at first, and then takes advantage of you if indoor, releases you if outdoors"

 

That works for the most part, but doesn't take into account running into shady folk out in the open road.  So, I changed it to an OR check for indoors OR if their morality is <= the "Follower Morality" slider from the MCM setting.  Meaning, if you have it on 0, they have to be willing to commit any crime.  If you have it on 3, then ANY non-guard and/or rank < 1 NPC will take advantage.

 

This will have the side effect of potentially allowing NPCs to toss you down in the dirt in the middle of town, which I generally try to avoid, but, eh, I can't be bothered to come up with something elaborate to check for nearby guards with LOS for this, but, eh, something tells me most of you dirty freaks won't be bothered by that. :P

 

Also, given all of the changes to the 'Hardcore' mode, I will probably just give it the same grace period as regular mode, considering you are bound and can't access your menus, that's enough.  If you loot stuff, you will break the grace period, so it is purely to give a chance to escape.

 

Sorry, CGi, because that means I have to make a tiny little edit to one line of the MCM, although, I suspect that I will be able to change that myself since it will just be swapping a 5 with a 60.

 

I'll probably have this up in a few hours.

Posted

Or i just retranslate and re-upload.

Apparently, that will be required anyways.  When I opened up the linked German MCM, I noticed it still referenced the "Grace" keyword, instead of the "Hardcore" keyword from last night's update.  Since that means it's more than just changing the number 5 to 60, yep, it will need retranslating.

 

But only those 3 MCM lines.  Nothing changed in the actual mod's dialog since last night's update.

 

I also noticed I totally forgot to copy the ENGLISH MCM file from my Skyrim/Data folder to the Submit file folder I have set aside for easy packaging into a .7z.  Oops!

Posted

Most Recent Changes
14DEC13 2141

  • 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. - Completed
  • Add Sanguinus Vampiris effect check before applying the NPC Vamp Bite spell during player surrender. - Completed
  • Rename Grace Period and revise description to better explain 'Hardcore Escape' mode. Sorry MCM translators! - Completed
  • Add 'cuffs' to Follower, disallow Followers from being valid help to free you in 'Hardcore'. - Completed
  • Fix tier 2 creatures not properly doing animations while outside. - Completed
  • Fix getting stuck when jailed by guards. - Completed
  • Revisit freedom dialog. I was rushing to get it out before I left for my trip, now I can take a moment or three to go over it once more. - Completed

15DEC13 1535

  • Add in Morality check vs "Follower Morality" MCM setting to determine if 'Rescuer' takes advantage, in addition to being indoors. - Completed
  • Make both Hardcore and Regular escape give a 60 second grace period. - Completed
  • Forgot to add the updated English MCM file to the upload package.  That is now added. - Completed
  • Updated the translation copies of the MCM files to reflect the 60 second grace period for both modes. - Completed

 

If SL Framework 1.30 just released, I guess I will need to download that and see what, if anything, needs to be addressed now.

Posted

Apparently, that will be required anyways.  When I opened up the linked German MCM, I noticed it still referenced the "Grace" keyword, instead of the "Hardcore" keyword from last night's update.  Since that means it's more than just changing the number 5 to 60, yep, it will need retranslating.

 

But only those 3 MCM lines.  Nothing changed in the actual mod's dialog since last night's update.

 

I also noticed I totally forgot to copy the ENGLISH MCM file from my Skyrim/Data folder to the Submit file folder I have set aside for easy packaging into a .7z.  Oops!

Well, i didn't retranslate an earlier version of the german MCM, but reapplied it to the latest english one. So this "error" is in all languages.

So ya, i'll just re-translate. Easier for you and easier for me as this way i can keep my translation database up-2-date.

 

If SL Framework 1.30 just released, I guess I will need to download that and see what, if anything, needs to be addressed now.

Please let me know, if it's worth re-translating or if you need to adopt to new changes in SL V1.30.

 

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