dkatryl Posted December 19, 2013 Author Posted December 19, 2013 Thanks, dkatryl, for all the time you invest in this. I have a question about the animations your mod permits : is it possible for a werewolf character to rape a submitted npc ? I tried with FNIS creatures installed and creatures anims enabled in SL MCM menu but my character remained idle. So ? Yes, with conditions. I have used both console setrace to werewolfbeastrace, as well as being a companion and transforming. Both worked. HOWEVER! there is an issue with werewolves, in that they refuse to holster their damn claws. Which means once the sex starts, the camera locks up and will not let you rotate left or right, and you are stuck behind your character. Now, with the new SL 1.30, with the free camera mode, that is less of an issue, but when I initially added it and did my testing, we were still on 1.24. That said, Vampire Lord does not seem to have an issue, and the camera rotates correctly. But, I say all of that, and now I just check myself, and yep, I'm stuck as well. So, time to find out what happened there. Edit: Ahh, easy problem/fix. When I originally added this, I had edited the Sex() function to make it work for the beast races, and when it was all done, I took those changes and made it into a BeastSex() function. I forgot to update the function call to BeastSex() in the script that sets up the scene. Fixed, will be part of the next update.
dkatryl Posted December 19, 2013 Author Posted December 19, 2013 Given my lack of ability to generate my own damned logs, on this next update, I am going to ask those that are willing to do a list of relatively easy to perform functions, ones that were likely the chief offenders in the "[12/19/2013 - 05:05:59PM] Error: Cannot equip a None spell" area. Hopefully, the vast majority of them will have been addressed, and then it's just dealing with any others as they come up.
Coopervane Posted December 19, 2013 Posted December 19, 2013 Given my lack of ability to generate my own damned logs, on this next update, I am going to ask those that are willing to do a list of relatively easy to perform functions, ones that were likely the chief offenders in the "[12/19/2013 - 05:05:59PM] Error: Cannot equip a None spell" area. Hopefully, the vast majority of them will have been addressed, and then it's just dealing with any others as they come up. I'm down for that
dkatryl Posted December 19, 2013 Author Posted December 19, 2013 Most Recent Changes16DEC13 1504 Add Framework check to see if Creature Support is turned on there before allowing Creature Support in Submit. - Completed Add EnablePlayerControls() immediately before player rape so that the Framework's "adjust position" button works properly. - Completed Delete unnecessary "Follower surrenders" message the SurrenderTargetSelect script. - Completed 17DEC13 2158 Used TES5Edit to remove all error references. 'Check For Errors' now returns nothing. - Completed 18DEC13 2214 Fix the Indecency timing issue to avoid getting stuck while guards kill you. - Completed Carry fix over into various other 'animation abort' scenarios as necessary. - Completed Replace all references to 'game.GetPlayer()' in all scripts with a PlayerRef property defined in each script as necessary. - Completed Double check with TES5Edit to look for any lurking errors after the previous step. 'Check For Errors' returned nothing. - Completed 19DEC13 2214 Add IndecenyGlobal to suppress Post Coital Bliss effect if guards interrupt sex. - Completed Replace Sex() with BeastSex() if player is in Werewolf or Vampire Lord form. - Completed Overall script cleanup attempt, trying to eliminate the NONE spam from logs. - Competed Re-add the last handful of updates, for people that might want to roll back to an older version for whatever reason. Understand, I won't be supporting older versions, but it is only in case I make a major screw up on the latest version or something. - Completed For those willing, what I would like for you to do is generate a log for the following: Successfully Shout at a target Successfully Grapple a target Successfully Ambush a target This first group mostly had issues with the unequip/equip of 5 things, (weapons/spells/etc) depending on what the player was using. Problem is, I didn't do a != None check on them, and just hit all 5 each time. So, there was probably a lot of log bloat every time they were used. (These can be done pretty much back to back on the same play session.) Surrender to 2+ enemies without a follower Surrender to 2+ enemies with a follower Surrender to 1 enemy without a follower Surrender to 1 enemy with a follower Escape after being bound in Hardcore This group has some of the same as the above, but additionally there is the Follower alias I got a bit careless in some of the recent changes and didn't do proper != None checks. (These will probably need you to quick save someplace, like Helgen, and just run through the scenarios) None of them should take any appreciable amount of time, I'd do it myself if I could figure out why my damn logs won't generate.
dkatryl Posted December 19, 2013 Author Posted December 19, 2013 Also, sorry for any potential update spam for people tracking the mod. The fucking main page was bugging out trying to add to the change log, and it kept having this horrible spam of : everywhere for reason I don't understand, and I couldn't find a page preview. So, I finally said fuck it, and just removed the change log. It has been nothing but a headache trying to keep updated without the board going bonkers and corrupting what I write.
pinky6225 Posted December 19, 2013 Posted December 19, 2013 Most Recent Changes 16DEC13 1504 Add Framework check to see if Creature Support is turned on there before allowing Creature Support in Submit. - Completed Add EnablePlayerControls() immediately before player rape so that the Framework's "adjust position" button works properly. - Completed Delete unnecessary "Follower surrenders" message the SurrenderTargetSelect script. - Completed 17DEC13 2158 Used TES5Edit to remove all error references. 'Check For Errors' now returns nothing. - Completed 18DEC13 2214 Fix the Indecency timing issue to avoid getting stuck while guards kill you. - Completed Carry fix over into various other 'animation abort' scenarios as necessary. - Completed Replace all references to 'game.GetPlayer()' in all scripts with a PlayerRef property defined in each script as necessary. - Completed Double check with TES5Edit to look for any lurking errors after the previous step. 'Check For Errors' returned nothing. - Completed 19DEC13 2214 Add IndecenyGlobal to suppress Post Coital Bliss effect if guards interrupt sex. - Completed Replace Sex() with BeastSex() if player is in Werewolf or Vampire Lord form. - Completed Overall script cleanup attempt, trying to eliminate the NONE spam from logs. - Competed Re-add the last handful of updates, for people that might want to roll back to an older version for whatever reason. Understand, I won't be supporting older versions, but it is only in case I make a major screw up on the latest version or something. - Completed For those willing, what I would like for you to do is generate a log for the following: Successfully Shout at a target Successfully Grapple a target Successfully Ambush a target This first group mostly had issues with the unequip/equip of 5 things, (weapons/spells/etc) depending on what the player was using. Problem is, I didn't do a != None check on them, and just hit all 5 each time. So, there was probably a lot of log bloat every time they were used. (These can be done pretty much back to back on the same play session.) Surrender to 2+ enemies without a follower Surrender to 2+ enemies with a follower Surrender to 1 enemy without a follower Surrender to 1 enemy with a follower Escape after being bound in Hardcore This group has some of the same as the above, but additionally there is the Follower alias I got a bit careless in some of the recent changes and didn't do proper != None checks. (These will probably need you to quick save someplace, like Helgen, and just run through the scenarios) None of them should take any appreciable amount of time, I'd do it myself if I could figure out why my damn logs won't generate. Will give it a go once i've finished rebuilding my settlers island, i'd ignore that other person and alter the ini file i mentioned if i was you tho as you'd be able to generate your own logs (If the world ends its quite simple to change back as the entries already exist in the skyrim_default.ini so all your changing is a 1 to a 0 and vice versa)
dkatryl Posted December 20, 2013 Author Posted December 20, 2013 Will give it a go once i've finished rebuilding my settlers island, i'd ignore that other person and alter the ini file i mentioned if i was you tho as you'd be able to generate your own logs (If the world ends its quite simple to change back as the entries already exist in the skyrim_default.ini so all your changing is a 1 to a 0 and vice versa) I've tried both. I've tried every single skyrim related .ini file I could find on my system Nothing seems to make a difference. I even deleted the folder it is supposed to create them in, and it doesn't even try to rebuild the folder.
Coopervane Posted December 20, 2013 Posted December 20, 2013 Log 0: Player (no follower) armed with one mace and one spell, auto-submits to 2 bandits at 30 health, both bandits take a turn, player escapes on Hardcore-mode and is released by a guard. Not seeing any warnings or errors pertaining to Submit, so far so good! Log 1: Player (no follower) armed with two maces, auto-submits to 1 bandit at 30 health, small animation glitch after knockdown (player plays the "search corse" anim briefly before playing the "cower in fear" anim), enemy fails to sandbox after sex and stand with weapon drawn facing the player, making escape almost impossible, log ends on game termination. Oopsie, might be a problem when the player is dual-wielding weapons, a few errors in the log sugests the same.
Ashra XIII Posted December 20, 2013 Posted December 20, 2013 I mentioned issues with dual-wielding before, but thought it had to do with Dual Sheath Redux. I did see the same issue later even once I got rid of DSR but was dual-wielding, but I think I was probably dealing with other problems and let it go... especially since it was incidental dual-wielding.
Coopervane Posted December 20, 2013 Posted December 20, 2013 I mentioned issues with dual-wielding before, but thought it had to do with Dual Sheath Redux. I did see the same issue later even once I got rid of DSR but was dual-wielding, but I think I was probably dealing with other problems and let it go... especially since it was incidental dual-wielding. Yeah i remembered you had said that, so i made sure to test this and see if the current fixes had removed the problem, or if not, get a chance to catch it in the logs I'm not using DSR by the way, so this is not related to that, it's vanilla dual-wielding (i'm running a very vanilla install right now for testing purposes, want to make sure any errors happening are not caused by mod conflicts). Back to generating more logs.. EDIT: Welp, odd one here, i attempted to auto-submit to one bandit, was dual-wielding spells at the time, however, after knock-down the bandit would re-agro and start attacking me again untill auto-submit would re-engage. This happened 3 times in a row, on the 4'th time knockdown was accepted and the sexscene played, but after sex the bandit once again failed to sandbox and just stood there facing me with her weapon drawn. Log ends on game-quit after that. Some new errors in this one: EDIT 2: Re-tried this scenario in the same location, this time armed with one mace and one spell. Knockdown and sex worked as intended, but the enemy once again failed to sandbox post-sex and stood facing me with her weapon drawn. Log shows the same error as in the above log: Error: Array index 2 is out of range (0-1) stack: [_SLSubmit (2F001826)]._slsubmitscene.PlayerSex() - "_SLSubmitScene.psc" Line 681 [alias PlayerRef on quest _SLSubmit (2F001826)]._slsubmittargetselect.CheckActors() - "_SLSubmitTargetSelect.psc" Line 79 [None]._SLSubmitTargetSelectEffect.OnEffectFinish() - "_SLSubmitTargetSelectEffect.psc" Line 16
sapho888 Posted December 20, 2013 Posted December 20, 2013 I'll need to do some more testing on the Dec 18 version, but i think it has disabled my ability to auto submit when I hit the health threshold. I can still activate a submission with the hotkey though. It was working with the Dec 17 version. However I also installed Lover's Victim at the same time I updated to the Dec 18 version so I can't say for certain if it is Submit that has the issue. I've disabled LV and it is still not working. I was going to switch back to the Dec 17 version to see if that fixed the issue but I deleted the file and can't redownload it. With the frequent updates (which I love!) it might be helpful to have a previous version available just in case a new one breaks. Or I can be not stupid and not delete the old version before fully testing out new ones That may explain why I didn't get auto-submit also. Went past the auto to SD enslaved. I'll turn my Eye of Sauron towards this issue, and send my dark horde to swarm over it with sharp pointy things, then update the remains. There were a *LOT* of referenced updated last night, as I changed from a general game.GetPlayer() reference to a Property defined PlayerRef in each applicable script, at Ashal's suggestion that the latter is quicker than making external references each time. My computer is good enough that I rarely ever experience any script lag, but optimization is optimization. However, it was a long, manual process, and human error could have easily missed defining one or something stupid. Or, something else entirely. Either way, I'll check it out, fix/update if needed. So first I want to thank you for your quick response and efforts to resolve the issue. I was able to try installing the new Submit as well as the Dec 17 one which I know worked in the past and none of it worked for me even with health threshold and the chance to surrender set at 100%. So I'm guessing the issue is on my end. I'll probably have to do a clean install to fix the problem at this point. As far as generating logs go, I'm not entirely sure how to do that but I'll have to do some research to figure out how I can help! Thanks again!
sapho888 Posted December 20, 2013 Posted December 20, 2013 To add a little more confusion to the mix, I decided to try the Dec 17 version on an older save game that I had and it worked fine. However the Dec 19 file did not. I tried the Dec 17 file on my most recent save game again just to see if it worked but it still doesn't work there. Both of the save games actually involve fighting the same 2 bandits in the Ratway when you first enter those sewers. So confused :/
dkatryl Posted December 20, 2013 Author Posted December 20, 2013 Log 1: Player (no follower) armed with two maces, auto-submits to 1 bandit at 30 health, small animation glitch after knockdown (player plays the "search corse" anim briefly before playing the "cower in fear" anim), enemy fails to sandbox after sex and stand with weapon drawn facing the player, making escape almost impossible, log ends on game termination. Oopsie, might be a problem when the player is dual-wielding weapons, a few errors in the log sugests the same. Papyrus.1.txt The two Submit related error time stamps I see both say: [12/20/2013 - 01:50:46AM] Error: Array index 2 is out of range (0-1) But they are referring to [None]._SLSubmitTargetSelectEffect.OnEffectFinish(), which implies the number of actors, not the weapons involved. Still, it's coming up with something, so I'll see what I can see. Edit: I see you added pretty much what I was referring to. That would explain the sandboxing. The dual wield may have been getting confused or something, especially if it's the same thing in both hands. I'll give both a look over. Edit2: Okay, thing I found the source of the complaint. actor Victim = activeActors[0] actor Victor = activeActors[1] actor Victor2 = activeActors[2] This is the lineup at the beginning of PlayerSex(), referenced in the log. In the event of only 1 bandit, Victor2 wouldn't exist, and more importantly, the array only has a range of 0-1, so the [2] slot is invalid, hence the complaint. A simple If check against the array size should handle it then.
pinky6225 Posted December 20, 2013 Posted December 20, 2013 Dunno if this will be any use since i seem to have a lot of errors from a lighting mod i tried and i had to quick save/load after saying submit or die as the animation didn't load the first time, was a successful grapple on a beaten down male bandit Papyrus.0.rar Will try again on a fresh game.
dkatryl Posted December 20, 2013 Author Posted December 20, 2013 It appears that the single bandit is being put into the SECOND slot, and the lack of sandboxing and whatnot is because it's put on the first one, since it's assumed there is at least the first one. This was evident when the lone bandit got in front of me, and I staggered/fell, but there were no punches before hand. So I need to figure out why the lone bandit is going to the second slot.
WaxenFigure Posted December 20, 2013 Posted December 20, 2013 Very annoying that you can't get logging to work since it's the most valuable tool for detecting problems. Just for grins and giggles, I have attached my ~Documents\My Games\Skyrim\Skyrim.ini file. Try replacing your with this one and see if it makes any difference at all. SkyrimINI.7z I'm wondering if there is something wrong with your current file that causes the game to ignore the logging part, this will tell if that's the case. I am doing this out of pure self interest, I love this mod and would therefore like to see you less aggravated and more willing to keep up the fixes .
Oversette Posted December 20, 2013 Posted December 20, 2013 I know it is not officially supported, but has anyone managed to get more than one follower to be raped upon surrender? I have tested with the all main follower mods except UFO; that doesn't seem to matter. Just wondering.
dkatryl Posted December 20, 2013 Author Posted December 20, 2013 Okay, figured that one out. It was a logical typo. In trying to get rid of the numerous NONE log error spam, I had to add a crap load of "Alias2 != none" checks all over the place. So many, that I wasn't even thinking about the != part too much as I added them. Well, it just so happens that in THIS particular function, there is a check to make sure BOTH victors are InHostileFaction, valid creature vs creature support, etc. For the second one, I only care about all of that if the second one exists, so if it didn't exist, I actually needed to make the check true with "Alias2 == none". Soon as I realized the issue, I said DERP to myself, fixed it, and now single bandit scenarios are working properly once more.
dkatryl Posted December 20, 2013 Author Posted December 20, 2013 Very annoying that you can't get logging to work since it's the most valuable tool for detecting problems. Just for grins and giggles, I have attached my ~Documents\My Games\Skyrim\Skyrim.ini file. Try replacing your with this one and see if it makes any difference at all. SkyrimINI.7z I'm wondering if there is something wrong with your current file that causes the game to ignore the logging part, this will tell if that's the case. I am doing this out of pure self interest, I love this mod and would therefore like to see you less aggravated and more willing to keep up the fixes . I can flat out delete my Skyrim.ini file, load Skyrim, and watch the folder, before the screen goes black into the load screen, I can see a new Skyrim.ini plopped into the folder. Open it up: [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 bEnableProfiling=1 Everything looks correct, other than it will not generate logs. I've even gone so far as to uninstall NMM, OMM (I never installed Skyrim Mod Manager), and Wrye Bash, pretty much everything I've read could possible affect log generation.
WaxenFigure Posted December 20, 2013 Posted December 20, 2013 None of the folders in this path ~\Documents\My Games\Skyrim\Logs\Script are marked read-only? Permissions on the script folder are not fubar?
Coopervane Posted December 20, 2013 Posted December 20, 2013 A single warning in this one: Player + 1 follower, manual submit to 2 bandits, 1 bandit has their way with the PC and the other with the follower, we're both bound and the bandits return to their sandbox, we escape emediately afterwards (hardcore-mode enabled), run into Whiterun, Carlotta has her way with me in exchange for my freedom, tosses me a few coins, log ends. Now this is the warning that popped up: warning: (000D97DD): Ref is in an unloaded cell, so it cannot cast spells.. stack: [ (2F03D841)].SPELL.Cast() - "<native>" Line ? [None]._SLSubmitBullyEffect.OnEffectFinish() - "_SLSubmitBullyEffect.psc" Line 38 And i think i know exactly what it's about aswell. I had already logged a release by a Guard in a previous log, so i wanted to try one where the NPC would want a favour in return for this one, and the easiest way to do that was to run from the wilderness into the city of Whiterun where there's lots of NPC's about. After the loading screen upon entering the city, my follower had put her armor back on and was nolonger bound, and that's most likely what this warning is. Eh, not really sure that can be helped actually, followers regenerating and auto-equipping their outfits is a core Skyrim thing, i don't know if it can be helped. I've tried testing some more scenarios, but i keep running into the "Array 2" error from before and enemies who won't return to sandboxing, and it's making it difficult to proceed at this stage. The great news though, is that i have yet to see any error-spam in my logs so far, the errors are all single-fire (and mostly the "Array 2" one), so i think you are getting very clouse to having a stable and optimized build on your hands
dkatryl Posted December 20, 2013 Author Posted December 20, 2013 A single warning in this one: The great news though, is that i have yet to see any error-spam in my logs so far, the errors are all single-fire (and mostly the "Array 2" one), so i think you are getting very clouse to having a stable and optimized build on your hands Yep, followers slapping on their outfits if they are completely missing is just part of Skyrim. Very little I can do other than try to work around it, but it's kind of like the Werewolves always having their claws out: Sometimes Skyrim doesn't care how big of a crowbar you hit it with, it does what it wants. I believe I have addressed the array 2 issue. Oversight on my part, given that the array can be 2 or 3, depending on if it's player +1 or player +2. I had the same "stuck no sandbox" with one dude like you until I fixed that. As to the dual wielding thing, I happened to have 2 identical un-enchanted ebony daggers, equipped them both, beat some schmuck down, made him submit, did the beatdown to him, and I auto-equipped both daggers properly in both hands after I finished. While wearing them and surrendering, I had them stripped as part of the initial disarming, and then of course the rest of my gear was stolen. I don't believe the dual wield had anything to do with the array stuff, just a fluke with the scenario. What was important was if you saw a bunch of NONE issues pop up regarding a UnArm() and ReArm() script when you made a bandit submit. If you did not see that, then one of the major sources of the NONE spam should be gone. I'm going to package and upload this in a few minutes, so you can give it a whirl in the similar single bandit (and multi bandit) situations, see if that took care of the array 2 issue.
dkatryl Posted December 20, 2013 Author Posted December 20, 2013 None of the folders in this path ~\Documents\My Games\Skyrim\Logs\Script are marked read-only? Permissions on the script folder are not fubar? None that I can tell. I even deleted the Script folder to let it recreate it inside the Logs folder, and the Logs folder remains empty.
WaxenFigure Posted December 20, 2013 Posted December 20, 2013 None of the folders in this path ~\Documents\My Games\Skyrim\Logs\Script are marked read-only? Permissions on the script folder are not fubar?None that I can tell. I even deleted the Script folder to let it recreate it inside the Logs folder, and the Logs folder remains empty. Are you editing the skyrim.ini file with notepad or some other editor. Try vanilla notepad for the edit if you've used a different editor in the past. (Yeah, I know but straws seem to be the only thing to grasp at now).
Coopervane Posted December 20, 2013 Posted December 20, 2013 What was important was if you saw a bunch of NONE issues pop up regarding a UnArm() and ReArm() script when you made a bandit submit. If you did not see that, then one of the major sources of the NONE spam should be gone. I did actully generate a log of that, used the shout to make a bandit submit, had my way with her, and managed to sell her to a guard afterwards. I did however also manage to delete it by mistake whilst trying to clean out the logs i had already uploaded.. FML. The scenario didn't work out quite as it should, the beatdown anim and dialog box had some issues triggering (no doubt a result of the single-enemy issue you've resolved now), but the log was clean (i did read it before i managed to delete it), no spam, not even a solitary warning or error.
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