dkatryl Posted December 22, 2013 Author Posted December 22, 2013 There could be, but you prolly need to Ref ID # or something, since you probably can't just say DispelSpell _SLSubmitUnarmedSlap Either way, I'm going to be updating in a few minutes, which should have the toggle option, plus will be making the spell only last 5s instead of having "No Duration", which means indefinitely unless dispelled/removed.
Dapper Dan Pomade Posted December 22, 2013 Posted December 22, 2013 Right on, thanks. It wasn't a huge deal to me, I never actually use unarmed (I only actually noticed the problem because I was messing with being a werewolf and I realized I couldn't even muster the strength to damage a mudcrab with my claws). Mostly just a curiosity on my part to even bother mentioning it.
dkatryl Posted December 22, 2013 Author Posted December 22, 2013 Right on, thanks. It wasn't a huge deal to me, I never actually use unarmed (I only actually noticed the problem because I was messing with being a werewolf and I realized I couldn't even muster the strength to damage a mudcrab with my claws). Mostly just a curiosity on my part to even bother mentioning it. Okay, I just tested the toggle. Normally, the slap spell will only last 3 seconds, long enough to take the 1 or 2 swings at the target without accidentally killing a low level dude with little life. For the test, I made it last 3 minutes instead, long enough to make my bandit playmate submit, then do some unarmed smacks to his head, watching his health not drop at all. Then I toggled the mod off via the MCM, the debug message told me it was removing the slap spell, and then sure enough, further unarmed smacks were doing proper damage. So, going forward, it should ALWAYS wear off after 3 seconds, so basically never be seen again outside of the intended purpose, and if for some reason you have a save game where it was stuck, a quick MCM off toggle, go back to the game, see the message if it is coming from Submit, then toggle it back on, continue on your merry way. And now, I think it's time to bundle everything up for another update. Should be really narrowing whatever little random quirks are left running around, at least in new games. In existing saves, well, scripts ghosts and shit, I can't do much about. And about time, too, because now that I have this new machine, I started a new play through again, and with all settings at Ultra-High, running at ~60 FPS, I can't even *HEAR* my machine making noise, so I'm really anxious to stop fiddling with the stupid mod and get to playing the game in all of its yummy visual glory. (My old machine, whenever I entered the Cistern for the thieves' guild, my fans would start to sound like a turbine jet was trying to take off! I went into the Cistern with this new one, I *still* didn't hear any fan noise. )
Pinute Posted December 22, 2013 Posted December 22, 2013 I knew it. When I saw that 780 in your present I knew our future was fucked
dkatryl Posted December 22, 2013 Author Posted December 22, 2013 I knew it. When I saw that 780 in your present I knew our future was fucked Only a little. Don't worry, I'll send some sullied bandits your way! Most Recent Changes 21DEC13 2232 Added Auto Surrender > 0 check to InitializeMod(), DeactivateMod(), ActivateMod() functions to hopefully auto turn it on with each update to avoid confusion. Changed the Unarmed Slap spell from a "no duration" perma-effect to a 3s duration spell, long enough to serve the function without letting it get stuck on the character. Added Unarmed Spell Effect check to the MCM off/on toggle option. If you think this effect is stuck on your character from an existing save from an older version of the mod, toggle the mod off, return to the game, a message will tell you if it was removed, then toggle mod back on and go back to playing. Also, the spell was changed from an ability to a spell, so that alone may have stripped it from your character, so check your unarmed damage if you don't see the message. It may already be gone! Set PlayerRef property in one of the "Rescuer" scenarios (The non-guard / non-friend / non-rape scenario) that was preventing player from being freed. Revised PlayerPostRape(), RoundTwo(), PlayerPostRape2() functions. They each had Victim references, when the victim would ALWAYS be the player, changed to PlayerRef. Somehow, the Victim argument was sometimes not getting passed into the function, so I just removed it and set it to PlayerRef. Added Alias2 != None check to RoundTwo() before secondary Thread would be initiated. If for some reason, it makes it to RoundTwo without a valid Alias2, it will just dump to the binding part. Adjusted timing slightly in the PlayerPostRape() functions to allow the bleedout animations to properly play now. I think that about covers the changes. If I don't respond to anything in the next week, it's because I'm actually playing the game for a change. MWUHAHAHAHAHA!
germanicus Posted December 22, 2013 Posted December 22, 2013 Thanks for the update dk . you certainty deserve to relax and enjoy in gaming. Have fun.
qtpie Posted December 22, 2013 Posted December 22, 2013 Will it ever be possible to disable the player as aggressor, and only have player victim enabled?
Dapper Dan Pomade Posted December 22, 2013 Posted December 22, 2013 Hmm, no joy, I still can't do unarmed damage to people. I think my save is just bugged in that regard. Like I said, it's really no biggie to me. Just something I've noticed.
dkatryl Posted December 22, 2013 Author Posted December 22, 2013 Hmm, no joy, I still can't do unarmed damage to people. I think my save is just bugged in that regard. Like I said, it's really no biggie to me. Just something I've noticed. Did it give you a message about "Erroneous Damage Reduction Removed!" or something when you toggled the mod off in the MCM. Don't just toggle off/on, actually toggle off, close the menu back to the game, see if the message pops up, then toggle back on. Dunno if just toggling off/on within the MCM window itself will do anything. If you get the message and still no damage, that doesn't make sense. If you don't get the message, then I'm not sure Submit is the culprit. Can you disable Submit entirely in your mod list and then do damage?
Dapper Dan Pomade Posted December 22, 2013 Posted December 22, 2013 Only message I get is Auto Submit being disabled when I disable the mod. Completely disabling it from the mod list doesn't fix it either. I can load a new character that hasn't gone through the functionality of any mod and unarmed works, so I'm thinking somewhere along the line my main character got bugged.
Coopervane Posted December 22, 2013 Posted December 22, 2013 Definately having problems with enemies taking turns now, as in, they don't. First enemy takes their turn, second enemy just stands there and does nothing. I don't know though, this could be an SL thing. Since i had to start a new game anyway and SL 1.31 has been released, i've upgraded to that and the latest FNIS aswell before starting the game, it's not unthinkable that this could be a SL 1.31 thing, or that something got changed.
dkatryl Posted December 22, 2013 Author Posted December 22, 2013 Definately having problems with enemies taking turns now, as in, they don't. First enemy takes their turn, second enemy just stands there and does nothing. Papyrus.0.txt I don't know though, this could be an SL thing. Since i had to start a new game anyway and SL 1.31 has been released, i've upgraded to that and the latest FNIS aswell before starting the game, it's not unthinkable that this could be a SL 1.31 thing, or that something got changed. I am definitely still running 1.30, but I had no problems with 2 taking turns, as the video I made this afternoon shows. So, not sure. I'll look at the log, and if it's the same "Can't add -1 to a 0-4 array" that Pinute had earlier, then I have no idea, considering I removed the Victim property from those functions entirely and hardcoded it in as PlayerRef, only making an Alias2 != None check to avoid more NONE log spam. As an aside, it's amazing what happens when I actually get to play the game... I find my own bugs! The code I added to force you off the horse if/when you are bound from a hardcore escape? Apparently, I forgot to check to make sure it was on the PLAYER, because it triggers even if you have a bandit bounty prisoner in tow.
dkatryl Posted December 22, 2013 Author Posted December 22, 2013 Only message I get is Auto Submit being disabled when I disable the mod. Completely disabling it from the mod list doesn't fix it either. I can load a new character that hasn't gone through the functionality of any mod and unarmed works, so I'm thinking somewhere along the line my main character got bugged. If you fully disabled Submit from your load order, then I'm not sure the issue can be from Submit. The spell has a simple Magic Effect modifier, set to detrimental so the given value makes it go negative. That particular Magic Effect has no script attached to it, so a script ghost stuck in the save file is not an issue here, unlike some of the other issues that have been pains in the butt. Unless the save files remember *spells* entirely from mods that aren't even loaded and keep them running when the mod isn't around, I don't think this one is a Submit deal. If the save files can? Then for fucks sake, Bethesda, wtf were you thinking?!
Coopervane Posted December 22, 2013 Posted December 22, 2013 I does look to be the "Can't add -1 to a 0-4 array" thing, wonder if Pinute is also running SL 1.31? If so, you could drop Ashal a message and ask what the deal is, if some change was made or what.
dkatryl Posted December 22, 2013 Author Posted December 22, 2013 I does look to be the "Can't add -1 to a 0-4 array" thing, wonder if Pinute is also running SL 1.31? If so, you could drop Ashal a message and ask what the deal is, if some change was made or what. So, what I'm hearing, is I want to stay at 1.30?
Coopervane Posted December 22, 2013 Posted December 22, 2013 So, what I'm hearing, is I want to stay at 1.30? If it turns out to be something that got broken in SL between SL 1.30 and 1.31, then yeah. But if it's indicative of some deliberate change made to SL which will be carried over into future versions, welp, might wanna jump on that bandwagon then.. Either way, you should probably ask Ashal if something's up with this.
Dapper Dan Pomade Posted December 22, 2013 Posted December 22, 2013 Only message I get is Auto Submit being disabled when I disable the mod. Completely disabling it from the mod list doesn't fix it either. I can load a new character that hasn't gone through the functionality of any mod and unarmed works, so I'm thinking somewhere along the line my main character got bugged. If you fully disabled Submit from your load order, then I'm not sure the issue can be from Submit. The spell has a simple Magic Effect modifier, set to detrimental so the given value makes it go negative. That particular Magic Effect has no script attached to it, so a script ghost stuck in the save file is not an issue here, unlike some of the other issues that have been pains in the butt. Unless the save files remember *spells* entirely from mods that aren't even loaded and keep them running when the mod isn't around, I don't think this one is a Submit deal. If the save files can? Then for fucks sake, Bethesda, wtf were you thinking?! It might not be Submit, this is true. I just can't find any other reason for this to be happening, and the only mod I load that seems to have had a problem (at some point) with affecting unarmed damage is Submit.
dkatryl Posted December 22, 2013 Author Posted December 22, 2013 So, what I'm hearing, is I want to stay at 1.30? If it turns out to be something that got broken in SL between SL 1.30 and 1.31, then yeah. But if it's indicative of some deliberate change made to SL which will be carried over into future versions, welp, might wanna jump on that bandwagon then.. Either way, you should probably ask Ashal if something's up with this. Oh, indeed. I wasn't entirely serious. Entirely. Not sure I am fond of the idea that something that was working went to being totally not working for reasons unknown as a deliberate change to the framework, because my enthusiasm for re-inventing the wheel isn't what it was when I first started the mod. But, yep, bug or not, guess I need to find out what's up.
Coopervane Posted December 22, 2013 Posted December 22, 2013 I hear ya', i'm definately also getting to that point of "uggh, does not want to see another log, just want to play and have it work!" by now.
dkatryl Posted December 22, 2013 Author Posted December 22, 2013 I hear ya', i'm definately also getting to that point of "uggh, does not want to see another log, just want to play and have it work!" by now. Hey, stupid forum question, how are you linking those log files. I don't see an "upload file" option other than on the OP of this thread, and I want to link your log file in the post I'm writing for Ashal without uploading it to the main page of the mod. I see the "media" option, but I don't know how to get a file INTO the media without uploading it to the OP of this thread.
Coopervane Posted December 22, 2013 Posted December 22, 2013 Hey, stupid forum question, how are you linking those log files. I don't see an "upload file" option other than on the OP of this thread, and I want to link your log file in the post I'm writing for Ashal without uploading it to the main page of the mod. I see the "media" option, but I don't know how to get a file INTO the media without uploading it to the OP of this thread. Are you using the Quick-reply box at the bottom of the page? Because that one doesen't seem to be fully-featured. Use the Add-Reply button at the top of the page, or just quote someone to bring up the full reply screen, there should then be an "Attach Files" function next to an image of a big paperclip just below the message box. If there isen't.. derr.. try updating Flash and Java? It's probably using something like that to work.
dkatryl Posted December 22, 2013 Author Posted December 22, 2013 Hey, stupid forum question, how are you linking those log files. I don't see an "upload file" option other than on the OP of this thread, and I want to link your log file in the post I'm writing for Ashal without uploading it to the main page of the mod. I see the "media" option, but I don't know how to get a file INTO the media without uploading it to the OP of this thread. Are you using the Quick-reply box at the bottom of the page? Because that one doesen't seem to be fully-featured. Use the Add-Reply button at the top of the page, or just quote someone to bring up the full reply screen, there should then be an "Attach Files" function next to an image of a big paperclip just below the message box. If there isen't.. derr.. try updating Flash and Java? It's probably using something like that to work. Oh, duh, yeah, was using quick reply. Edit: Okay, fired off a post with as much information that I can think of. In the process, I *DID* discover a minor mistake, but one that should have had no bearing on the issue at hand, given the mistake I saw was in the SECOND post rape bleedout, and the errors in the log were in setting up the second sex scene, which comes before the bleedout. It really made no difference at all in how it played out in game, but it was a tad confusing when looking at the functions. I also fixed the "auto-dismount if you have a bounty following you" oversight. Being as that is such a very minor issue, I'll hold off on updating until I hear back from Ashal on the above issue.
woody1213 Posted December 22, 2013 Posted December 22, 2013 I does look to be the "Can't add -1 to a 0-4 array" thing, wonder if Pinute is also running SL 1.31? If so, you could drop Ashal a message and ask what the deal is, if some change was made or what. So, what I'm hearing, is I want to stay at 1.30? Definitely something went wonky with the 1.31 upgrade. After uninstalling it and reverting back to 1.3, everything is fine.
dkatryl Posted December 22, 2013 Author Posted December 22, 2013 I does look to be the "Can't add -1 to a 0-4 array" thing, wonder if Pinute is also running SL 1.31? If so, you could drop Ashal a message and ask what the deal is, if some change was made or what. So, what I'm hearing, is I want to stay at 1.30? Definitely something went wonky with the 1.31 upgrade. After uninstalling it and reverting back to 1.3, everything is fine. Most likely a timing issue. In 1.31 I added a delay before the thread clears and resets itself, in attempt to help give custom AnimationEnd hooks some time to complete their stuff before the thread clears itself of information. This means that if you're attempting to slot the player into another scene after the last one ends, there is potentially 5-7 seconds after AnimationEnd is sent that the player is still considered to be claimed by the thread and can't be placed in another one. So, it wasn't me this time! Pending Ashal's response to my follow up, I will adjust accordingly and you can expect an update sometime tomorrow.
Discord12 Posted December 22, 2013 Posted December 22, 2013 So after deinstalling and reinstalling (the latest versions) basicly every Sexlab Mod, I got the Submit mod to work... kinda. Autosubmit still doesnt work. But I havent tested it yet thouroghly enough. What I can say is that the manual submit works, although I still dont get any animations (shout animation or grapple animation) when submitting. My character will lift her arms, then get undressed punched to the floor. The real issues start as soon as they finished having their way with me. My char kneels on the floor, and thats it. nothing ever happens, but sometimes someone will have fun with me again. How Am I supposed to escape? or try escaping? no buttons work. What should be happening?!
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