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Posted

 

 

 

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.

The single enemy was only in regards to the player surrendering.  If you beat down an enemy, it uses a completely different set of functions to run things, primarily driven off of the dialogs.

 

I did, however, notice slight issues in the beatdowns, but that was due to the new UnArm()/ReArm() subroutines I was using in place of very repetitive code (and the source of many NONE errors originally) not giving enough time after to take their swings and such.  I increased the delay after by 0.1s, which seemed to suffice in my testing just now.

 

But so long as the log was clean, that's a big issue resolved.

Posted

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 1648

  • 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

19DEC13 2209

  • Fixed logical typo in the PlayerSex() function that was erroneously requiring Victor2 != none when it was supposed to be Victor2 == none . - Completed
  • Add check to prevent a third slot from being defined when the ActiveActors[] array was only 2 long. - Completed

Posted

dk, thanks for the update. I have one question. Is the dialog line "Hold on a moment. I have to discuss something with you.", a part of your mod? If it is, then I have to report the bug. Since I installed the update from 18th December, whenever I press that line, the dialog box freezes and after that, all dialogs are not working. Have any suggestion, please?

Posted

dk, thanks for the update. I have one question. Is the dialog line "Hold on a moment. I have to discuss something with you.", a part of your mod? If it is, then I have to report the bug. Since I installed the update from 18th December, whenever I press that line, the dialog box freezes and after that, all dialogs are not working. Have any suggestion, please?

 

Huh, yes that dialog is from Submit, but i haven't tried it with the latest couple of versions. I'll go do this real quick, see if the same thing happens to me, and if the log catches anything.

Posted

Thank you Coopervane.

 

All right, here is the solution to my problem. After I installed new FNIS 4.1.1. and reinstall FNIS 4.1, I updated Submit mod to the latest patch and run Wrye bash patch + Boss. And now, the dialog works fine. So far I talked to 10 different NPc's using the problematic line and so far, the dialog box didn't freeze. I will do some testing more and see.

Posted

Thank you Coopervane.

 

No problem.

 

The diolog worked for me, as did the scene trigger afterwards, and Jenassa was apparently very impressed with my head-giving abillities, as she became rank-4 afterwards. Log shows no warnings or errors. 

 

 

You should attempt to generate a log yourself, that's the only way to see what's going on with it on your machine. Find the Skyrim.ini file located in the ../Document/My Games/ folder, find the [Papyrus] section in that file, and append this text to end of that section:

 

bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
bEnableProfiling=1
 
And if that text already exists, but just has 0's at the end instead of 1's, just change the 0's into 1's.
 
Logging should then be enabled, start the game, talk to someone using that dialog option so the problem occurs, quit the game, and a log should have generated in the ../Documents/My Games/Logs/Script/ folder called "Papyrus.0.log" showing what happened.
 
Upload it here if you have trouble making sense of the gibberish inside the log.
Posted

Thanks a lot for such a detailed explanation. I will certainly do that and see what will show up. I appreciate you help Coopervane.

 

Here is the copy of my papyrus log:

 

[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
[Water]
bReflectLODObjects=1
bReflectLODLand=1
bReflectSky=0
bReflectLODTrees=1

 

I just changed 0's into 1's. But I don't have bEnableProfiling=1 listed. Should I add it by myself?

Posted

Quick update:

 

Tried a quick 1-on-1 surrender to a single bandit, was wielding two identical iron maces at the time, the scene played out as it should, and she did return to sandboxmode afterwards. This is with 19DEC13 2209.

 

The log however has some new goodies in it, there is something to find if you search for "Warning" and for "Error".

 

 

 

This however was not done on a new game, but a update on an existing test save, i just wanted to run a quick test on this before going through the whole startup process again, which is what i'll be doing next.

 

EDIT:

 

Nops, continuing on the save was not the cause. Started a new game, fresh char, same scenario, samme errors.

warning: Assigning None to a non-object variable named "::temp135"
stack:
	[_SLSubmit (2F001826)]._slsubmitscene.PlayerSex() - "_SLSubmitScene.psc" Line 708
	[alias PlayerRef on quest _SLSubmit (2F001826)]._slsubmittargetselect.CheckActors() - "_SLSubmitTargetSelect.psc" Line 79
	[None]._SLSubmitTargetSelectEffect.OnEffectFinish() - "_SLSubmitTargetSelectEffect.psc" Line 16
Error: Cannot call IsGuard() on a None object, aborting function call
stack:
	[_SLSubmit (2F001826)]._slsubmitscene.PlayerSex() - "_SLSubmitScene.psc" Line 708
	[alias PlayerRef on quest _SLSubmit (2F001826)]._slsubmittargetselect.CheckActors() - "_SLSubmitTargetSelect.psc" Line 79
	[None]._SLSubmitTargetSelectEffect.OnEffectFinish() - "_SLSubmitTargetSelectEffect.psc" Line 16
Error: Cannot call SetRelationshipRank() on a None object, aborting function call
stack:
	[None]._SLSubmitBoundEffect.OnEffectFinish() - "_SLSubmitBoundEffect.psc" Line 44
Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None]._SLSubmitBoundWristEffect.RegisterForSingleUpdate() - "<native>" Line ?
	[None]._SLSubmitBoundWristEffect.OnUpdate() - "_SLSubmitBoundWristEffect.psc" Line 13
Posted

Got some small issues:

Submitting to a group of wolfes leads to a gangbang - between the wolfes - funny.

Jumping when hands are bound releases the bondage physically but logically the actor is still bound.

Sometimes NPCs agrees after second demand to release bondage but nothing happens.

Riding while beeing bound is really funny (known issue).

 

However - this mod is great and going to be one of my favorites - thank you!

Posted

Quick update:

 

Tried a quick 1-on-1 surrender to a single bandit, was wielding two identical iron maces at the time, the scene played out as it should, and she did return to sandboxmode afterwards. This is with 19DEC13 2209.

 

The log however has some new goodies in it, there is something to find if you search for "Warning" and for "Error".

attachicon.gifPapyrus.0.txt

 

This however was not done on a new game, but a update on an existing test save, i just wanted to run a quick test on this before going through the whole startup process again, which is what i'll be doing next.

Took a peak, these look like the same type of thing that just needs a Alias != none check.  Easy enough.

 

Be even easier if I could check the damn things myself, but, eh.  Such is life.

 

The number of problem spots should be getting much smaller now at any rate.

Posted

Got some small issues:

Submitting to a group of wolfes leads to a gangbang - between the wolfes - funny.

Jumping when hands are bound releases the bondage physically but logically the actor is still bound.

Sometimes NPCs agrees after second demand to release bondage but nothing happens.

Riding while beeing bound is really funny (known issue).

 

However - this mod is great and going to be one of my favorites - thank you!

Dunno about the wolves.  I'd have to test and see.

Jumping makes your hands spread out, but the cuffs you are wearing should immediately bring them back together after you land.  Are you saying that isn't happening?

When you say nothing happens, do you mean you don't get released, or they don't take advantage of you?  The latter only happens if their morality is <= your MCM morality setting and/or IsIndoors().

Yes, riding is... not quite right.  I'd just prevent it entirely if I had any idea how.  If there was an Event that could be used to check riding state, maybe I could force you back off? Dunno.

 

Edit: Tested the wolves.  Obviously, I need to update something regarding wolves.  Prolly my FNIS.  They didn't animate, but they paired off properly, so that part was working properly.  If they paired off with each other, that was probably a fluke.

Posted

 

Got some small issues:

Submitting to a group of wolfes leads to a gangbang - between the wolfes - funny.

Jumping when hands are bound releases the bondage physically but logically the actor is still bound.

Sometimes NPCs agrees after second demand to release bondage but nothing happens.

Riding while beeing bound is really funny (known issue).

 

However - this mod is great and going to be one of my favorites - thank you!

Dunno about the wolves.  I'd have to test and see.

Jumping makes your hands spread out, but the cuffs you are wearing should immediately bring them back together after you land.  Are you saying that isn't happening?

When you say nothing happens, do you mean you don't get released, or they don't take advantage of you?  The latter only happens if their morality is <= your MCM morality setting and/or IsIndoors().

Yes, riding is... not quite right.  I'd just prevent it entirely if I had any idea how.  If there was an Event that could be used to check riding state, maybe I could force you back off? Dunno.

 

 

http://www.creationkit.com/IsOnMount_-_Actor

 

 

akActor.IsOnMount()
Posted

 

Yes, riding is... not quite right.  I'd just prevent it entirely if I had any idea how.  If there was an Event that could be used to check riding state, maybe I could force you back off? Dunno.

 

http://www.creationkit.com/IsOnMount_-_Actor

akActor.IsOnMount()

Yeah, that's to make a check within an event or function.  But I need an event that would trigger a need to make the check.

 

Although, since the cuffs constantly update to maintain the wrists together, I suppose I could just put it in as part of the update.

 

Edit: Hah! Worked perfectly. :) Be part of next update, whenever that is.

Posted

 

 

Yes, riding is... not quite right.  I'd just prevent it entirely if I had any idea how.  If there was an Event that could be used to check riding state, maybe I could force you back off? Dunno.

 

http://www.creationkit.com/IsOnMount_-_Actor

akActor.IsOnMount()

Yeah, that's to make a check within an event or function.  But I need an event that would trigger a need to make the check.

 

Although, since the cuffs constantly update to maintain the wrists together, I suppose I could just put it in as part of the update.

 

 

That's what I was thinking :P.

 

I've been working on an "Armbinder" script for the next update of Devious Devices, and ran in to a similar issue: Solved using the aforementioned method.

Posted

After the jump the cuffs stays away. And yes I don't get released. But these are all small issues in my oppinion - not worth to be fixed if you can spend more time for more cool content

Posted

After the jump the cuffs stays away. And yes I don't get released. But these are all small issues in my oppinion - not worth to be fixed if you can spend more time for more cool content

Posted

 

After the jump the cuffs stays away. And yes I don't get released. But these are all small issues in my oppinion - not worth to be fixed if you can spend more time for more cool content

Posted

I misread that post as commenting on the brief animation breakage while falling (Too much to drink this fine evening, I think <_<). The cuffs work as you would expect, in my game.

Posted

I misread that post as commenting on the brief animation breakage while falling (Too much to drink this fine evening, I think <_<). The cuffs work as you would expect, in my game.

Ah, yeah.  Breakage on jumping, falling, swimming (presumably) and sprinting (Although the latter gets slowed up once the cuffs take over, and you are basically back to a regular run)

 

But the cuffs should take over and re-bind.

 

And on a side note, crap, I'm up WAAAAAY past my bedtime, but I was sketching out something for my wife, so considering I am expecting a really big happy SQUEEE! when she sees it in the morning, I'd say it was time well spent.  And now, time to stagger off to bed. :P

Posted

 

I just updated sexlab to 1.30 & sex with animals didn't work again...

Boy, is this so frustrating for me for never get anything to work right lol

Not to point out the obvious, but did you turn on creature in the Framework?

 

It is turned off by default, and updating from 1.24 to 1.30 turns it back off the first time.

 

 

I always turn it on, and it was on the time I was trying it out. Yes, I'm sure I turned it on because it's the first thing I did after I updated sexlab.

 

Posted

everytime i submit to a draugr i get a runtime error. any ideas?

 

Not without more info...  Load Order?  Using FNIS 4.1 (or newest 4.1.1)?  Using the current FNIS creature pack (4.1)?  Mod to give your draugrs penises?  Ran the Generator for FNIS after installing your FNIS related mods?  Any errors in the Generator?  SKSE version being used?  Need more info than "doesn't work" for us to help you.  Also maybe turning on Papyrus logging to see if it gets anything might help - look back through the last few pages here, there are instructions in several posts about what to add to the ini to turn on logging.

Posted

everytime i submit to a draugr i get a runtime error. any ideas?

 

Yes: Enable logging and do it again, then upload the log so the problem can be looked at.

 

 

Anyway, Submitting to neutral NPC's is definately broken right now (Neutral as in, telling a Thief you "don't have time for this", or telling a Thalmor agent that you belive in Talos, turning them agro), upon submission they perform the beatdown, but nothing else happens, they don't take your gear, bind you, nothing, they just walk away.

 

The logs only show 2 of the same errors i got from the last log, namely the "Cannot call IsGuard() on a None object" and "Assigning None to a non-object variable named "::temp135" stack:" errors.

 
Seems that's as far as i can get with the submission code right now, these errors are preventing further progression in the scene and any new errors from showing.
 
 
I'll go shout at some people, and then go grapple with some people, see if that turns up anything.

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