dkatryl Posted December 23, 2013 Author Posted December 23, 2013 dk - I do love that information too. It is a great addition you put in there. It helps me to recognized my settings. When the game doesn't report that auto submit is enabled, the mod is working 'till the end of the raping scene, then, my PC and/or raped NPC got stuck. In 7 loads of the game, the game reported 5 times disabled/enabled message correctly and two times not. I played around with it, and I found out what was happening. When you load the game, the mod apparently gets automatically turned off/turned on: Event OnPlayerLoadGame() _SLQuest.deactivateMod() _SLQuest.activateMod() EndEvent So, the deactivateMod() was turning it off, the activateMod() was turning it back on, resulting in a lot of spam everytime. So, I removed the stuff I added to the deactivateMod() function, which keeps it from dispelling the spell used to auto-surrender, which means when it was time to activateMod(), it didn't need to re-add it for nothing. Instead, I just added a "_SLConfig.modActive" check in the overall OnHit() event, which will suppress the auto surrender checks if you turn it off via the MCM, and when you turn it back on, it should be active once more, but since the control spell was never dispelled, it won't give the message. Same with loading a save game. The only time you should see that message anymore with the next update is if for some reason, you loaded a save game with the setting at 0% and it thought it was turned on, or you had the setting at 1-100% and it thought it was turned off. The same will hold true for updates, PROVIDED THAT THE SETTING IS RETAINED THROUGH UPDATES! Given the nature of me being the author, I never really update like you guys do, so it's hard for me to see what happens when you update, so you guys would know better if your setting keeps going back to 0% (default) each time you grab a new version of the mod, or if it remains at whatever setting you gave it, and you were just having to manually set it to 0, then back to whatever. TL.DR: If it resets the setting back to 0%, there is nothing I can do about that. The Framework does the same shit, making you have to reset all of your custom options each time. If it retains the setting, then this functionality *should* reapply the control spell upon game load until you save once more with the new version in place.
dkatryl Posted December 23, 2013 Author Posted December 23, 2013 On a unrelated note I'm not being bound by bandits after they've had a go anymore either Are you using SL 1.31 and are surrendering to 2 or more bandits with no followers? If so, you may experience some issues regarding this until I update the fix to handle the timing issue that was introduced with a change Ashal made in 1.31. ETA on the upload is ~2 hours, since I have my nightly routine to finish with the family. I'm just popping on for a moment to see if anything is burning down. If you are using 1.30 and having issues, then I don't know, because it was working for me just fine, as the two videos I made yesterday showed.
pinky6225 Posted December 23, 2013 Posted December 23, 2013 Yes I was 3 bandits with no followers (ran into steam camp looking for a pick axe - didn't go quite to plan)
dkatryl Posted December 23, 2013 Author Posted December 23, 2013 Attached is another short 2 bandits vs lone player, this time using the 1.31 Framework to show how the timing fix will play out. As Ashal said that I just needed to give ~5-7 seconds between AnimationEnd() and the next thread, I decided to make the second dude give you a second beat down, help fill the time with something besides just standing there waiting. Otherwise, it plays exactly the same. And as you can see, the binding at the end still works just fine. (I didn't have hardcore turned on, so I was fully free after I got up) And now that the evening routine is over, kid's in bed, time to go make a final check and then package the update.
dkatryl Posted December 23, 2013 Author Posted December 23, 2013 Most Recent Changes22DEC13 2037 SL Framework 1.31 added a ~5-7s delay between AnimationEnd() and freeing up actors for a new thread. This caused the last update to having timing issues if a lone player surrendered to 2+ enemies. Now the second baddie will knock the player down themselves before they take a turn to give the extra time required for the 1.31 stuff to finish. The Auto Surrender stuff was removed from the deactivateMod() function. Each time the mod is loaded, the deactivateMod() & activateMod() functions are ran, so it was generating message spam during times it was not intended. modActive bool is now checked on the OnHit() event for the Auto Surrender trigger, instead of putting the code in the deactivateMod() function. Calm effect shortened from 6 hours to 1 hours. It will now naturally wear off at the same time as the max duration of the "Bully" effect, which would remove the Calm effect in the event something ended the grace period early. Is3DLoaded() check added to the Bully effect to prevent it trying to run a script function on an alias that isn't in the cell with you. I think that was it. Would have had this up earlier, but been busy around the house all day. Now, time to for me to go play!
TnTTnT Posted December 23, 2013 Posted December 23, 2013 @dkatryl - May I ask, timing fix that you implement for 1.31 will work with previous SL say 1.24 or not?
Coopervane Posted December 23, 2013 Posted December 23, 2013 Just tried on a save game that was rather new (at whiterun at lvl 1 after just getting out of helgen) and with creature support set to 2 i CTD, without creature support set to 2 i'm able to load in fine. I do have creature support toggled to yes in the sexlab MCM option Papyrus log Papyrus.0.rar Load order GameMode=SkyrimSkyrim.esm=1Update.esm=1Dawnguard.esm=1HearthFires.esm=1Dragonborn.esm=1ApachiiHair.esm=1hdtHighHeel.esm=1SexLab.esm=1SexLabAroused.esm=1ZaZAnimationPack.esm=1Devious Devices - Assets.esm=1HighResTexturePack01.esp=1HighResTexturePack02.esp=1HighResTexturePack03.esp=1questfixes.esp=1lockpickvision.esp=1vidani's bag of holding.esp=1Books of Skyrim Compilation.esp=1craftablelockpicks.esp=1DangerousNights1.0.esp=1dragonsoulstoperks.esp=1dungeonquestawareness.esp=1High Level Enemies.esp=1High Level Enemies - Dawnguard.esp=1High Level Enemies - Dragonborn.esp=1LoversComfort.esp=1MF_RadiantProstitution.esp=1MF_SpectatorCrowds.esp=1SexLab Dangerously Nude.esp=1SexLabMatchMaker.esp=1SexLabSquirt.esp=1SexLab_Paycrime.esp=1smelterinriverwood.esp=1SkyUI.esp=1armorcirclets.esp=1Devious Devices - Integration.esp=1Remodeled Armor.esp=1Remodeled Armor - Dawnguard.esp=1Remodeled Armor - Dragonborn.esp=1Captured Dreams.esp=1Devious Deviants.esp=1My Home Is Your Home.esp=1run for your lives.esp=1when vampires attack.esp=1the paarthurnax dilemma.esp=1lightweight potions and poisons.esp=1cbbecurvy.esp=1SexLab Horny Followers.esp=1SexLab Romance.esp=1SexLab Solutions.esp=1SexLab Submit.esp=1the hunting game - thegreylight.esp=1xazPrisonOverhaul.esp=1Populated Cities Towns Villages.esp=1FNISspells.esp=1SexLab Cumshot.esp=1askfollowerskills.esp=1barenziahquestmarkers.esp=1ingot recovery.esp=1 My guess: It's not working because to many other things aren't working either. You've got a lot of errors in there, this does not look like a healthy log. First of all you should look into getting the Unofficial Skyrim patches (also those for Dawnguard, Hearthfire and Dragonborn), because you are getting a ton of errors with the "DLC" tag in them, and the unofficial patches will help cull a whole bunch of those. There are also a bunch of errors coming from a "CDPlayer" tag, i'm guessing the Captured Dreams mod maybe (maybe not installed right, maybe has bugs, maybe there's a mod conflict)? And some with a "DPS" tag, not sure which mod that is. Might wanna grab Tes5edit whilst you're at it then, open it, tell it to load your full load-order, and see what errors it might find as it tries to load them all. And definately start a new game once you're patched up with the unofficial patches, or things are going to continue not working very well on that save i suspect. The second one, however, 57 out of an array of 0-56, I read what it's saying, but I don't know what it's talking about. Was this in place that had 56+ actors within a 500' radius? That's the largest of the target select cloak spells I use, so otherwise, not sure how it ran up a count that high. Huh, no i don't think there could be that many Actors, i'm not using any mods right now that adds more enemies, and there definately weren't 57+ Forsworn at this fort (fort.. Sundgaard i think it's called). I'm not sure, a fluke perhabs, or maybe something strange with this location? EDIT: @dkatryl - May I ask, timing fix that you implement for 1.31 will work with previous SL say 1.24 or not? It's just adding a few seconds delay between ending one function, and starting a new one, so this should not cause any problems for an older SL version. Should work just fine.
dkatryl Posted December 23, 2013 Author Posted December 23, 2013 @dkatryl - May I ask, timing fix that you implement for 1.31 will work with previous SL say 1.24 or not? I don't see any reason why it won't. All I do is have the second baddie, if valid, slap you around for a moment or two to basically kill a few seconds, enough to give the new 1.31 delay time to finish. So if you are using 1.24 or 1.30, it should continue to work just fine, you'll just get slapped once more than previously is all.
TnTTnT Posted December 23, 2013 Posted December 23, 2013 Thanks Coopervane and dkatryl for the answer.
whatto51 Posted December 23, 2013 Posted December 23, 2013 One more little suggestion. If submitted by thugs/bounty hunters, when you get free they're no more hostile but follow you wherever you go. Is it possible to have their quest end after binding you? After all, they have already, beaten, robbed, raped and left you naked and bound, could be enough "teaching you a lesson"
tryguy Posted December 23, 2013 Posted December 23, 2013 One more little suggestion. If submitted by thugs/bounty hunters, when you get free they're no more hostile but follow you wherever you go. Is it possible to have their quest end after binding you? After all, they have already, beaten, robbed, raped and left you naked and bound, could be enough "teaching you a lesson" Or, what if they again become hostile towards you, and rinse and repeat? I'd like the chase of getting away from them as they follow (and maybe I wouldn't be trying too hard with that), and then I'd like them to chase me even harder when they again view me as a threat. Could it be so?
dkatryl Posted December 23, 2013 Author Posted December 23, 2013 I'm not really entertaining suggestions for changes, I am only interested in clearing out any possible lingering bugs. I've dedicated enough free time to the mod over the last several months and I just want to put it to bed.
TMPhoenix Posted December 23, 2013 Posted December 23, 2013 ... Error: Array start index 57 is out of range (0-56) stack: [SexLabQuestAnimationSlots (0903CE6C)].sslanimationslots.GetList() - "sslAnimationSlots.psc" Line 113 [SexLabQuestAnimationSlots (0903CE6C)].sslanimationslots.GetByType() - "sslAnimationSlots.psc" Line 96 [SexLabQuestFramework (09000D62)].sexlabframework.GetAnimationsByType() - "SexLabFramework.psc" Line 278 [_SLSubmit (2E001826)]._slsubmitscene.PlayerSex() - "_SLSubmitScene.psc" Line 739 [alias PlayerRef on quest _SLSubmit (2E001826)]._slsubmittargetselect.CheckActors() - "_SLSubmitTargetSelect.psc" Line 79 [None]._SLSubmitTargetSelectEffect.OnEffectFinish() - "_SLSubmitTargetSelectEffect.psc" Line 16 .... The second one, however, 57 out of an array of 0-56, I read what it's saying, but I don't know what it's talking about. Was this in place that had 56+ actors within a 500' radius? That's the largest of the target select cloak spells I use, so otherwise, not sure how it ran up a count that high. Actually the 57 sounds more like going out of range on the array of animations. If you have SL + ZaZ you have I believe 57 animations, so 0..56 inclusive. Starting at index 57 would put you out of range...
Coopervane Posted December 23, 2013 Posted December 23, 2013 Actually the 57 sounds more like going out of range on the array of animations. If you have SL + ZaZ you have I believe 57 animations, so 0..56 inclusive. Starting at index 57 would put you out of range... I do have SL+ZaZ, so yes, that would explain it then.
whatto51 Posted December 23, 2013 Posted December 23, 2013 I'm not really entertaining suggestions for changes, I am only interested in clearing out any possible lingering bugs. I've dedicated enough free time to the mod over the last several months and I just want to put it to bed. In fact I'm talking of a bug. Not in your mod, but in vanilla thug AI. Just guessing if you could solve it ralating with your mod, ending vanilla thug quest after submit. I've seen how much time Jbzorg spent obtaining something from dull thugs in SD and I'll never ask or suggest any modder to do this again! Edit: sorry, doesn't mind, looks like fast traveling just solve the problem. Thanx
pinky6225 Posted December 23, 2013 Posted December 23, 2013 Just tried on a save game that was rather new (at whiterun at lvl 1 after just getting out of helgen) and with creature support set to 2 i CTD, without creature support set to 2 i'm able to load in fine. I do have creature support toggled to yes in the sexlab MCM option Papyrus log Papyrus.0.rar Load order GameMode=Skyrim Skyrim.esm=1 Update.esm=1 Dawnguard.esm=1 HearthFires.esm=1 Dragonborn.esm=1 ApachiiHair.esm=1 hdtHighHeel.esm=1 SexLab.esm=1 SexLabAroused.esm=1 ZaZAnimationPack.esm=1 Devious Devices - Assets.esm=1 HighResTexturePack01.esp=1 HighResTexturePack02.esp=1 HighResTexturePack03.esp=1 questfixes.esp=1 lockpickvision.esp=1 vidani's bag of holding.esp=1 Books of Skyrim Compilation.esp=1 craftablelockpicks.esp=1 DangerousNights1.0.esp=1 dragonsoulstoperks.esp=1 dungeonquestawareness.esp=1 High Level Enemies.esp=1 High Level Enemies - Dawnguard.esp=1 High Level Enemies - Dragonborn.esp=1 LoversComfort.esp=1 MF_RadiantProstitution.esp=1 MF_SpectatorCrowds.esp=1 SexLab Dangerously Nude.esp=1 SexLabMatchMaker.esp=1 SexLabSquirt.esp=1 SexLab_Paycrime.esp=1 smelterinriverwood.esp=1 SkyUI.esp=1 armorcirclets.esp=1 Devious Devices - Integration.esp=1 Remodeled Armor.esp=1 Remodeled Armor - Dawnguard.esp=1 Remodeled Armor - Dragonborn.esp=1 Captured Dreams.esp=1 Devious Deviants.esp=1 My Home Is Your Home.esp=1 run for your lives.esp=1 when vampires attack.esp=1 the paarthurnax dilemma.esp=1 lightweight potions and poisons.esp=1 cbbecurvy.esp=1 SexLab Horny Followers.esp=1 SexLab Romance.esp=1 SexLab Solutions.esp=1 SexLab Submit.esp=1 the hunting game - thegreylight.esp=1 xazPrisonOverhaul.esp=1 Populated Cities Towns Villages.esp=1 FNISspells.esp=1 SexLab Cumshot.esp=1 askfollowerskills.esp=1 barenziahquestmarkers.esp=1 ingot recovery.esp=1 My guess: It's not working because to many other things aren't working either. You've got a lot of errors in there, this does not look like a healthy log. First of all you should look into getting the Unofficial Skyrim patches (also those for Dawnguard, Hearthfire and Dragonborn), because you are getting a ton of errors with the "DLC" tag in them, and the unofficial patches will help cull a whole bunch of those. There are also a bunch of errors coming from a "CDPlayer" tag, i'm guessing the Captured Dreams mod maybe (maybe not installed right, maybe has bugs, maybe there's a mod conflict)? And some with a "DPS" tag, not sure which mod that is. Might wanna grab Tes5edit whilst you're at it then, open it, tell it to load your full load-order, and see what errors it might find as it tries to load them all. And definately start a new game once you're patched up with the unofficial patches, or things are going to continue not working very well on that save i suspect. The second one, however, 57 out of an array of 0-56, I read what it's saying, but I don't know what it's talking about. Was this in place that had 56+ actors within a 500' radius? That's the largest of the target select cloak spells I use, so otherwise, not sure how it ran up a count that high. Huh, no i don't think there could be that many Actors, i'm not using any mods right now that adds more enemies, and there definately weren't 57+ Forsworn at this fort (fort.. Sundgaard i think it's called). I'm not sure, a fluke perhabs, or maybe something strange with this location? EDIT: @dkatryl - May I ask, timing fix that you implement for 1.31 will work with previous SL say 1.24 or not? It's just adding a few seconds delay between ending one function, and starting a new one, so this should not cause any problems for an older SL version. Should work just fine. Cheers for the advice, i'll try the unoffical patches tonight and see if it helps.
icladel Posted December 23, 2013 Posted December 23, 2013 For an upgrade from 21DEC13 2232 to 22DEC13 2037, is a Copy+Paste over OK? Or is a clean save required? Cheers for the update
macdefault Posted December 23, 2013 Posted December 23, 2013 why update so often? you'd rather do one big update every week or so and test it before bringing out.
dkatryl Posted December 23, 2013 Author Posted December 23, 2013 Actually the 57 sounds more like going out of range on the array of animations. If you have SL + ZaZ you have I believe 57 animations, so 0..56 inclusive. Starting at index 57 would put you out of range... I do have SL+ZaZ, so yes, that would explain it then. I don't have ZaZ, so then I'm not sure if I can do anything about that one? Well, you said it didn't seem to stop whatever you were doing at the time, and it doesn't appear to be a constant log spammer like some of the earlier stuff that was taken care of, so I guess we'll just pretend it never happened.
dkatryl Posted December 23, 2013 Author Posted December 23, 2013 For an upgrade from 21DEC13 2232 to 22DEC13 2037, is a Copy+Paste over OK? Or is a clean save required? Cheers for the update In general, yes, that is all that is required. I can't guarantee that there won't be some script ghosts in a save from one particular update to the next (In which a clean save may or may not help, given Skyrim's saves), but in general, yep, that should be all that is required.
D_ManXX2 Posted December 23, 2013 Posted December 23, 2013 why update so often? you'd rather do one big update every week or so and test it before bringing out. you should be thankful he even updates this mod. I do not mind the updates at all, let them all come at once.
Pinute Posted December 23, 2013 Posted December 23, 2013 why update so often? you'd rather do one big update every week or so and test it before bringing out. Release early, release often. Let the users help you identify and quash bugs. Dkatryl is using the classic open source software development model. It has a long and distinguished pedigree
dkatryl Posted December 23, 2013 Author Posted December 23, 2013 why update so often? you'd rather do one big update every week or so and test it before bringing out. If this was early on, and I was largely in the "feature adding" phase, then sure, I'd space out the updates quite a bit, spend more time on each one, like I did once upon a time. But right now, pretty much all of the features I intend to include are done, and I am simply in the final "fix bugs/optimize mod" phase. And some of the bugs have been mod breaking to one point or another, so I'd rather not wait a week (or more) to find out if an update fixed things for the users reporting the issues. And most importantly, due to the fact that I can't seem to generate log files, I've heavily relied upon the users to be my eyes into errors/warnings going on in the background as I try to make sure the mod is optimized and not throwing out a lot of log spam, which can seriously contribute to script lag if there is a lot of it. And since I can't make my own log files, if I wait a week between updates, then while I may have addressed the original issues, I'd have to wait another week to find out if there are more hiding. Also, if I took a week between updates, being totally honest here? I isn't like I would be spending all of that extra time testing beyond what I already do. I'm just one dude that does this as a hobby in my free time. If I fired my internal QA department for shoddy testing, that means I'd be firing myself, and that would *REALLY* slow down the updates.
D_ManXX2 Posted December 23, 2013 Posted December 23, 2013 And most importantly, due to the fact that I can't seem to generate log files, Are you talking about papyrus logs etc. ?? When you edit the ini skyrim.ini make sure the file is not write protected and change papyrus to log when you are in game it should start logging in your mydocuments folder from games where your savegame for skyrim are stored. There should also be directory named Logs and under it scripts this is where papyrus normally stores it logs and under it is also user,l
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now