dkatryl Posted December 21, 2013 Author Posted December 21, 2013 Well, I grabbed the free version of FRAPS, made a couple of ~30s videos detailing the process of surrendering/escaping/etc, was going to upload... until I realized that EACH ~30s clip was 1.5 GIGS each! :o Which means that is a trifle difficult to upload here so people can see what it is SUPPOSED to look like. So, uhm, anyone have any experience with capturing gameplay? Is that a normal size? Because DAYUM! Edit: Oh, nvm. Free version records to .BMP to make the video. Well, no shit it's 1.5G for 30s then. Eh, $37 dollars for the full version. Eh. Maybe. Edit2: Oh, nvm again. That was just for SCREENSHOTS. Duh. READING IS HARD
LukeDuke Posted December 21, 2013 Posted December 21, 2013 Well, I grabbed the free version of FRAPS, made a couple of ~30s videos detailing the process of surrendering/escaping/etc, was going to upload... until I realized that EACH ~30s clip was 1.5 GIGS each! :o Which means that is a trifle difficult to upload here so people can see what it is SUPPOSED to look like. So, uhm, anyone have any experience with capturing gameplay? Is that a normal size? Because DAYUM! Edit: Oh, nvm. Free version records to .BMP to make the video. Well, no shit it's 1.5G for 30s then. Eh, $37 dollars for the full version. Eh. Maybe. You can re-encode/convert it with ''Any Video Converter'' free version. Also thanks for updates ;-)
dkatryl Posted December 21, 2013 Author Posted December 21, 2013 Well, I grabbed the free version of FRAPS, made a couple of ~30s videos detailing the process of surrendering/escaping/etc, was going to upload... until I realized that EACH ~30s clip was 1.5 GIGS each! :o Which means that is a trifle difficult to upload here so people can see what it is SUPPOSED to look like. So, uhm, anyone have any experience with capturing gameplay? Is that a normal size? Because DAYUM! Edit: Oh, nvm. Free version records to .BMP to make the video. Well, no shit it's 1.5G for 30s then. Eh, $37 dollars for the full version. Eh. Maybe. You can re-encode/convert it with ''Any Video Converter'' free version. Also thanks for updates ;-) Much appreciated. Removing sound and converting it dropped my ~2min clip from 6.84 GIGS ( ) to 33MB. *THAT* I can work with. Auto Surrender & Escape (Video).7z For those having issues and have never seen it operate properly, here's the clip. It was taken only a few minutes ago using the 21DEC13 0011 version, as I haven't even opened up my CK since last night. Shows me and Jenassa hanging out in Helgen, me turning on Auto Surrender to 90%, the notification that it is now enabled, finding some friends, getting beat down, raped, robbed, tied up, escaping, running out, jumping and the cuffs still keeping wrists bound, and auto-dismounting from Shadowmere to avoid the bugged out "Cuffed Riding" issue. Only unusual thing was Jenassa didn't get the memo that sex was over for a few seconds, then everything else proceeded as normal.
D_ManXX2 Posted December 21, 2013 Posted December 21, 2013 i use vlc player video lan works really well with fraps.
Ashra XIII Posted December 21, 2013 Posted December 21, 2013 Sadly, I think I've upgraded this too many times or something, as Submit does not work at all with my current savegame. The auto-submit never triggers at all, and if I try to surrender manually, the enemy comes and beats me down, putting me in the 'bleedout' state, but then I just get up again and they resume attacking. Tried doing a 'clean save', but that didn't help either unfortunately. Will have to try a new save just to make sure it's not something else wrong, but I'm kinda sad to have to start over again.
Pinute Posted December 21, 2013 Posted December 21, 2013 Sadly, I think I've upgraded this too many times or something, as Submit does not work at all with my current savegame. The auto-submit never triggers at all, and if I try to surrender manually, the enemy comes and beats me down, putting me in the 'bleedout' state, but then I just get up again and they resume attacking. Tried doing a 'clean save', but that didn't help either unfortunately. Will have to try a new save just to make sure it's not something else wrong, but I'm kinda sad to have to start over again. I'm seeing this as well on a save that never saw sexlab at all, and has my usual mod load. Time to try a zero mod version, I guess. Don't give up hope! Nice thing about MO is I can preserve this easily
Ashra XIII Posted December 21, 2013 Posted December 21, 2013 Well, starting a new save did the trick... Submit works fine on a new character, which means it must be something with my other character's save that's gotten borked up with so many updates. At least, I hope it's the updates and a new save wouldn't just end up not working after awhile as well. Mod Organizer does help to at least keep my file structure clean, for sure... but sometimes that's not enough.
dkatryl Posted December 21, 2013 Author Posted December 21, 2013 There are some utilities on Nexus, I believe, that will attempt to scrub save files of junk left from script fragments, or something. Might be worth a try to preserve existing save files. I can fix my bugs and say sorry for them, but I can't do anything about save files that have remnants stuck in them. The sad thing is that the current version (21DEC13 0011) is probably relatively stable, but the previous version or two, the 19DEC13 ones, had some critical bugs due to how I made a couple of Actor properties script level instead of function level, so those are probably borking up any save file that was made after using that version. So if people were using that, and then try the new one, they may erroneously conclude it also doesn't work, due to the inability to make a true clean save. Edit: Top of main page now: 19DEC13 2209 -> 21DEC13 0011 Upgrading InfoI made a significant mistake in the 19DEC13 2209 update, trying to define a property as a script level property instead of keeping it at a function level. I had good intentions, but wasn't aware of the impact it would have, which was to break many other functions within the _SLSubmitScene script. This was corrected in the 21DEC13 0011 update, so if you never used the mod, or at least not the 19DEC13 2209 version, you should be just fine if you are grabbing it now. However, if you *did* use the 19DEC13 2209 version, given Skyrim's tendency to store script fragments in your save file and the lack of a true clean save ability, unfortunately, it is very likely that any saves made after using the 19DEC13 2209 will be borked with respect to Submit, as some have experienced. There is something on Nexus http://www.nexusmods.com/skyrim/mods/31724 that might be able to clean a save game, but beyond that, there is nothing more that can be done that I am aware of. (As I wrote this, Nexus was down for maintenance, naturally! )
Pinute Posted December 21, 2013 Posted December 21, 2013 Ok, I've run this a few times with one and two bandits. The initial auto surrender worked every time, and I get the beat down. With one bandit, sometimes the correct sequence (steal money, gear stolen, and rape) happens. More often, however, I retain player control and the bandit reaggros. With two bandits, I also had reaggro with player control after beatdown more often than not. If the first bandit does get to do his thing after money and gear are taken, often the second bandit simply follows me around and I have the regular dialogue options with him. Here's a log that includes initial the install of sexlab and submit, and several successful and failed sequences. For each of the game reloads in the log with no animation sequence the bandit(s) reaggroed before sex. Unfortunately(!) you've cleaned up your logging so well there's nothing to see The last sequence is an example of two bandits with successful knockdown and strip, the first doing his thing and the second bandit simply following me about. At least there is something to see there. Edit: corrected the bit about 2 bandits. Forgot to turn back the page on my notes
vagonumero13 Posted December 21, 2013 Posted December 21, 2013 There are some utilities on Nexus, I believe, that will attempt to scrub save files of junk left from script fragments, or something. Might be worth a try to preserve existing save files. I can fix my bugs and say sorry for them, but I can't do anything about save files that have remnants stuck in them. The sad thing is that the current version (21DEC13 0011) is probably relatively stable, but the previous version or two, the 19DEC13 ones, had some critical bugs due to how I made a couple of Actor properties script level instead of function level, so those are probably borking up any save file that was made after using that version. So if people were using that, and then try the new one, they may erroneously conclude it also doesn't work, due to the inability to make a true clean save. Edit: Top of main page now: 19DEC13 2209 -> 21DEC13 0011 Upgrading Info I made a significant mistake in the 19DEC13 2209 update, trying to define a property as a script level property instead of keeping it at a function level. I had good intentions, but wasn't aware of the impact it would have, which was to break many other functions within the _SLSubmitScene script. This was corrected in the 21DEC13 0011 update, so if you never used the mod, or at least not the 19DEC13 2209 version, you should be just fine if you are grabbing it now. However, if you *did* use the 19DEC13 2209 version, given Skyrim's tendency to store script fragments in your save file and the lack of a true clean save ability, unfortunately, it is very likely that any saves made after using the 19DEC13 2209 will be borked with respect to Submit, as some have experienced. There is something on Nexus http://www.nexusmods.com/skyrim/mods/31724 that might be able to clean a save game, but beyond that, there is nothing more that can be done that I am aware of. (As I wrote this, Nexus was down for maintenance, naturally! ) Which kind of problems could we experience for having used 19 DEC? So far, I got only one problem, but I don't remember if the problem was there before 19 DEC. After the dialog with regular NPC - not guards -, if they chose "you have conviced me" (not sure if that's exactly the text in english), i get the message that my hands are free, but they aren't really, although I can use some controls that I couldn't use before. I always have to wait to find a guard or someone that rapes me to get 100% free. Other than that, 19DEC doesn't seem to have caused other problems, and I'm not really sure this thing was caused by 19 DEC or before. EDIT: I went back before to a save before 19 DEC was installed, and I get same problem, only that problem. --- Btw, as a sugestion for future, could you add an option to remove the compass from screen in hardcore mode until one is free? So that you can't know where you are going and you only have your eyes and map knowledge as reference (not sure if it can be done without problems)
dkatryl Posted December 21, 2013 Author Posted December 21, 2013 Ok, I've run this a few times with one and two bandits. The initial auto surrender worked every time, and I get the beat down. With one bandit, sometimes the correct sequence (steal money, gear stolen, and rape) happens. More often, however, I retain player control and the bandit reaggros. With two bandits, I also had reaggro with player control after beatdown more often than not. If the first bandit does get to do his thing after money and gear are taken, often the second bandit simply follows me around and I have the regular dialogue options with him. Here's a log that includes initial the install of sexlab and submit, and several successful and failed sequences. For each of the game reloads in the log with no animation sequence the bandit(s) reaggroed before sex. Unfortunately(!) you've cleaned up your logging so well there's nothing to see The last sequence is an example of two bandits with successful knockdown and strip, the first doing his thing and the second bandit simply following me about. At least there is something to see there. Papyrus.0.txt Edit: corrected the bit about 2 bandits. Forgot to turn back the page on my notes Were these saves that were made after saving with the previous versions, or were they recent saves made without contaminations by the 19DEC13 versions? If the latter, that's odd, because I wasn't having any issues, which was why I did the video of the process this morning. I saw one Submit related error in the log, stating -1 was out of range of 0-4. Which was weird, because I don't know what array would have been 5 long. Edit: Oh wait, my testing was with a follower, so they wouldn't take turns. Let me try without a follower.
dkatryl Posted December 21, 2013 Author Posted December 21, 2013 Which kind of problems could we experience for having used 19 DEC? So far, I got only one problem, but I don't remember if the problem was there before 19 DEC. After the dialog with regular NPC - not guards -, if they chose "you have conviced me" (not sure if that's exactly the text in english), i get the message that my hands are free, but they aren't really, although I can use some controls that I couldn't use before. I always have to wait to find a guard or someone that rapes me to get 100% free. Other than that, 19DEC doesn't seem to have caused other problems, and I'm not really sure this thing was caused by 19 DEC or before. I don't believe the problem was directly in surrendering, but when you make a NPC submit through shout and/or grapple, and then the dialogs to rape/rob them were broken. Ironically as a result of trying to fix several of the NONE errors spamming the logs related to the player surrendering. Good news is that as Pinute mentioned, I've really cut down many of the error spam from the logs now. Hopefully just have a few little bugs here and there to nip, and it should all be good. As to the releasing thing, I'll give it a check, see what's up. The code for them to release you, guards to release you, or a friend to release, should all be the same, barring accidentally not defining *THAT* particular copy of it in that dialog quest fragment. Same script, but you have to define the properties in each dialog that uses the script, and maybe I missed one. Edit: Yep, that's exactly what happened. The PlayerRef property didn't get defined to Player reference in that one. It was in the other two dialogs, for the guards and for a 'friend'. I'll update tonight with that fix. I'll see if I can figure out what Pinute's log was complaining about first, if I can, I'll do that as well. If I can't, I'll just update for the binding freedom fix.
Ashra XIII Posted December 22, 2013 Posted December 22, 2013 Well, I'm not sure how exactly, but my previous save is now working fine again with Submit. I made a new character, as I said, and was messing around with her, and Submit worked fine. Then, because Bodyslide 2.0 came out, I started messing with that too, as well as a pregnancy mod to see if I could get it working. This lead me to switching to my previous character to test some armors, and in the process I tried Submit again, and it just worked, outta nowhere. So I'm pretty happy about that, but of course I'm never satisfied and am now frustrated I can't get pregnancy to show up in my armors.
dkatryl Posted December 22, 2013 Author Posted December 22, 2013 So I'm pretty happy about that, but of course I'm never satisfied and am now frustrated I can't get pregnancy to show up in my armors. That's because plate hides most baby bumps. Duh.
shinji72 Posted December 22, 2013 Posted December 22, 2013 I've got a big issue. I've noticed with the last update the autosubmit is working no more. I'm being it... I even start hearing the heartbeat sound... but then nothing happens (and no notification shows up in the upper left corner). I've done some testing... all with the last sexlab 3.1 And It seems for me the last working version (concerning the autosurrender feature) was the one of the 17th. Those of the 18th and 21 are not starting anymore the autosurrender (it does work if I manually surrender). Any ideas? I'm the only one experiencing this?
dkatryl Posted December 22, 2013 Author Posted December 22, 2013 Auto surrender works for me, however, on each of my test saves, it was turned off by default (0%) Did you try lowering it to 0% to get the message about it being turned off, then back up to whatever (make it 100% to test). You should get the message about it being turned on. After that, it should work. Given that I not only tested it, but made a video showing it work this very morning using the current version (21DEC13 0011), and posted it to be viewed on the previous page, I believe the function is working. What I believe may have happened is the Global that is normally set to 1 to enable it might have gotten reset to 0 for whatever reason during one of the updates. So forcing it off/on again should put it back to 1.
Dapper Dan Pomade Posted December 22, 2013 Posted December 22, 2013 Yeah, pretty much every time I update this mod, the auto-surrender stops working. Setting it to zero and bringing it back up always fixes it, no problems.
Pinute Posted December 22, 2013 Posted December 22, 2013 Ok, I've run this a few times with one and two bandits. The initial auto surrender worked every time, and I get the beat down. With one bandit, sometimes the correct sequence (steal money, gear stolen, and rape) happens. More often, however, I retain player control and the bandit reaggros. With two bandits, I also had reaggro with player control after beatdown more often than not. If the first bandit does get to do his thing after money and gear are taken, often the second bandit simply follows me around and I have the regular dialogue options with him. Here's a log that includes initial the install of sexlab and submit, and several successful and failed sequences. For each of the game reloads in the log with no animation sequence the bandit(s) reaggroed before sex. Unfortunately(!) you've cleaned up your logging so well there's nothing to see The last sequence is an example of two bandits with successful knockdown and strip, the first doing his thing and the second bandit simply following me about. At least there is something to see there. Papyrus.0.txt Edit: corrected the bit about 2 bandits. Forgot to turn back the page on my notes Were these saves that were made after saving with the previous versions, or were they recent saves made without contaminations by the 19DEC13 versions? If the latter, that's odd, because I wasn't having any issues, which was why I did the video of the process this morning. I saw one Submit related error in the log, stating -1 was out of range of 0-4. Which was weird, because I don't know what array would have been 5 long. Edit: Oh wait, my testing was with a follower, so they wouldn't take turns. Let me try without a follower. Any test I throw at you will be on a save totally untouched by SexLab, I'm not cruel
dkatryl Posted December 22, 2013 Author Posted December 22, 2013 Yeah, pretty much every time I update this mod, the auto-surrender stops working. Setting it to zero and bringing it back up always fixes it, no problems. Doh, was close. Right idea, wrong thing-a-ma-jig. That's what memory gets you: Spotty results! It wasn't a Global, it was a custom spell effect that is permanently running on the player while it is on. I don't keep it on at all times, because if you have it set to zero, it would be doing a lot of unnecessary OnHit() checks. Code Snippet from _SLSubmitConfig ElseIf option == oidAutoSubmit AutoSubmitPercent = value SetSliderOptionValue(oidAutoSubmit, AutoSubmitPercent, "$_SLSubmit_{0}AutoSubmit") AutoSubmit = AutoSubmitPercent/100 If (AutoSubmit > 0 && !PlayerRef.HasMagicEffect(_SLAutoSurrender)) PlayerRef.AddSpell(_SLSubmitAutoSurrender,false) ElseIf (AutoSubmit == 0 && PlayerRef.HasMagicEffect(_SLAutoSurrender)) PlayerRef.RemoveSpell(_SLSubmitAutoSurrender) EndIf I guess on mod updates, the spell gets wiped. Maybe I can try to add that check for >0 and re-add the spell during the mod initialization period? Or something?
dkatryl Posted December 22, 2013 Author Posted December 22, 2013 Any test I throw at you will be on a save totally untouched by SexLab, I'm not cruel Well, I revised the PostPlayerRape(), RoundTwo(), & PostPlayerRape2() functions, removing the 'Victim' reference and just fully replacing it with PlayerRef. Given that those functions, as their names imply, are ALWAYS directed at the player as the victim, I can safely just put that in the victim slot instead of having to do a thread call. Not sure what was going on, but I guess it was failing to call the victim, which was sending a NONE when it got to RoundTwo() or something. Additionally, I added a Alias2 != None check in RoundTwo(), so if for some wacky reason, it gets called to that function but Alias2 == None, it will skip the thread setup, and go directly to the wrist binding. Attached is the video showing it work: 2 Bandits - 1 Cup... err Player (Video).7z
Pinute Posted December 22, 2013 Posted December 22, 2013 Attached is the video showing it work: Oh, I've seen it work. It worked in that log I sent you, the first sequence. You're at the mercy of a system that fires events in an unpredictable sequence at variable times. The vision you have for this mod is excellent, please accept a virtual kudo
Dapper Dan Pomade Posted December 22, 2013 Posted December 22, 2013 I think this mod might have removed my ability to do unarmed damage. Is there an easy fix for that?
dkatryl Posted December 22, 2013 Author Posted December 22, 2013 Added: Function InitializeMod() RegisterForKey(submitKeyCode) ***New*** If (PlayerRef.HasMagicEffect(SlapEffect)) PlayerRef.RemoveSpell(Slap) EndIf If (_SLConfig.AutoSubmit > 0 && !PlayerRef.HasMagicEffect(_SLAutoSurrender)) PlayerRef.AddSpell(_SLSubmitAutoSurrender,false) ElseIf (_SLConfig.AutoSubmit == 0 && PlayerRef.HasMagicEffect(_SLAutoSurrender)) PlayerRef.RemoveSpell(_SLSubmitAutoSurrender) EndIf ***Done*** EndFunction Which should help as a QoL improvement for any updates going forward. (Of course, I say that like I'll be doing updates for years. HAH! ) This was also added to the 'activateMod()' function, just in case you use the MCM toggle to turn the mod on/off. This should properly set the Auto Surrender on/off each time it is initialized, as well as clearing the Slap MagicEffect that reduces Unarmed to basically nothing. If in the event, the Unarmed is stuck doing no damage (It should be removed at the end of each Smack/Shout/Ambush/etc attempt, pass or fail), just go to the MCM and toggle the mod off/on, and it will force another check/remove of the effect.
dkatryl Posted December 22, 2013 Author Posted December 22, 2013 I think this mod might have removed my ability to do unarmed damage. Is there an easy fix for that? As of right this moment, a "clean save" as much as you can call it that, meaning disable mod, save game, re-enable mod, should do it, as it is just a magic effect that does it, no script or anything. In the above post, I showed how, in the next update, I added in a quicker, in-game solution for if it happens again. Not that it *should* happen, because at the end of the Grapple/Shout/Ambush/etc scripts, there are lines to remove the spell after it's finished. Edit: It just dawned on me, what I really need to do is simply remove the "no duration" property from the spell, and only last for like, 10 seconds, plenty of time to make the "punches" do no damage in the beat downs. Duh. Sometimes the most obvious solutions walk right by us.
Dapper Dan Pomade Posted December 22, 2013 Posted December 22, 2013 There doesn't happen to be a console command or something to remove the effect, is there? Because the clean save method isn't removing it. I tried disabling the mod, I even tried uninstalling it completely, and I still can't do unarmed damage.
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