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Posted

 

Edit: Oh yes I forgot the main thing I was going to post about. The animations being selected now are not always the aggressive ones. I test this by turning off almost every animation in aggressive and was getting ones that should have been turned off for submit. Submit use to only use aggressive animations now it seems to use any of them. I don't know if this is a problem with Submit or a problem with sexlab with the new versions, but thought I would mention it.

sslBaseAnimation[] anims = SexLab.GetAnimationsByType(2, aggressive=true)
Model.SetAnimations(anims)

That is used to define the animations for all aggressive sex scenes.  Nothing was changed.  Make sure the MCM setting in the Framework "Restrict Aggressive Animations" is turned on?

 

 

It is set to restrict and as I said it might not be submit, but could be something with sexlab. Right now lovers victim and submit are the only two that use aggressive and I am not sure lovers victim does. But thought I would mention it anyways just incase.

 

Posted

thanks dk - here is my log:

 

attachicon.gifPapyrus.0.rar

 

I had a look at your log, and it's not Submit, i coulden't find a single mention of Submit anywhere (which is why it's not working, there should be submit stuff in here saying it suceeded at doing things, the fact that there isent says the scripts aren't running at all). What i did find was about a million other errors, which means it's not working because Papyrus is clogged.

 

Some things you should look into:

 

1) A mod that uses the tag "SLZ" is having problems, not sure what that is, but it seems to be using the ZaZ assets, Prison Overhaul maybe?

 

2) A whole bunch of Dawnguard errors, if you are not already using the unofficial Skyrim patches (both for the base game and the ones for any DLC you have installed), then you should get them ASAP.

 

3) A ton of errors with the "ZaD" tag, so either your install of Devious Devices is busted and you should try reinstalling it, or it could be the result of a plugin mod that uses Devious Devices as a framework. Have a look at your DD mods.

 

4) A mod that uses an "LS" tag is also throwing out errors, not sure what mod that is.

 

 

And that's just for starters, BUT!!!, since you have so many errors going on, i don't dare delve any deeper into the log (some of the errors further down may be false positives, since there are so many errors, they may simply be scripts that are failing to run due to massive script-lag), you need to identify and solve the big error-spammers first.

 

Also, and i hate to say it, but i'm not sure that save-file will bounce back from so many broken scripts, you might have to start a new game after you've gotten things back to a stable install.

 

 

@ dkatryl:

 

I've got an idea to resolve some of the odd error reports that pop up from time to time in this thread, as in, i'm fairly sure i know why they are happening and how to remove a lot of them:

 

Script-lag seems to be the culprit in a lot of thease cases, which means a whole bunch of thease reports could probably be removed just by inserting some more delay between functions, giving the scripts and functions more time to fire (even on a lagging game). Sometimes, it doesen't take much to make a big difference, a second or two more here and there, and that could be the difference between the mod working on a script-heavy game, or people coming here to say "it done got busted, halp!" ;)

 

 

Something to considder perhabs?

Posted

Anyone know what the problem could be if I keep getting CTDs trying to save the game after a sex act? I'm in a dungeon, trying to rape/turn in for bounty the bandit chief, but when I try to leave I get infinite loading screen, and when I try to save the game AFTER the rape, I get immidiate CTD...

 

Anyone have any clue?

Posted

Anyone know what the problem could be if I keep getting CTDs trying to save the game after a sex act? I'm in a dungeon, trying to rape/turn in for bounty the bandit chief, but when I try to leave I get infinite loading screen, and when I try to save the game AFTER the rape, I get immidiate CTD...

 

Anyone have any clue?

 

Did you use tfc or the free cam feature and not turn it off before the act finished?

Posted

Looks like Arousal has been changed some of the features and how it works. Not sure if this will effect Submit and the parts that use Arousal or not, but thought I would mention it, just in case you want to go check the changes.

Posted

Anyone know what the problem could be if I keep getting CTDs trying to save the game after a sex act? I'm in a dungeon, trying to rape/turn in for bounty the bandit chief, but when I try to leave I get infinite loading screen, and when I try to save the game AFTER the rape, I get immidiate CTD...

 

Anyone have any clue?

 

Yeah, have to agree with the others on that, it's almost certainly TFC related.  If you really need tfc POV, try Immersive First Person View mod, it's both here and on nexus.

Posted

Looks like Arousal has been changed some of the features and how it works. Not sure if this will effect Submit and the parts that use Arousal or not, but thought I would mention it, just in case you want to go check the changes.

The only thing I do directly with Arousal is reference another .esm or .esp (forget which) and the faction within.  The faction rank is put into a custom Float within Submit, which is initially zero, a custom algorithm that resides in Submit is ran, and the result of that is added to the speech bonus.

 

The only thing that is directly from Arousal is the custom faction, so the only reason this should have impacted what is done in Submit's Arousal support is if Redneck2k changed that faction.  Given that he had only just recently did the work of providing the Ref for the custom faction and the algorithm to make use of this only a week ago, (which came from his own personal tweak to his copy of Submit) I would be surprised if it was changed.

Posted

Yeah no worries, just thought I would mention it. In case you wasn't aware and wanted to go check and see the changes he made and see if they would impact submit is all.

Posted

@ dkatryl:

 

I've got an idea to resolve some of the odd error reports that pop up from time to time in this thread, as in, i'm fairly sure i know why they are happening and how to remove a lot of them:

 

Script-lag seems to be the culprit in a lot of thease cases, which means a whole bunch of thease reports could probably be removed just by inserting some more delay between functions, giving the scripts and functions more time to fire (even on a lagging game). Sometimes, it doesen't take much to make a big difference, a second or two more here and there, and that could be the difference between the mod working on a script-heavy game, or people coming here to say "it done got busted, halp!" ;)

 

Something to considder perhabs?

By and large, it seems that most of the issues that come up have been an all or nothing type thing.  Either the ENTIRE function doesn't work, for one reason or another, or it ALL works.  Or, if it breaks down at a certain point, it ALWAYS breaks down there.

 

There doesn't seem to be many cases of a function starting, getting to some sub function call midway, and then crapping out randomly due to timing.  Also, nested sub-functions within a larger function tend to happen in an orderly manner, where the second function waits for the first to complete, the third waits for the second, etc.  That said, if the next function relies on data from a previous function, I often do add little 0.1s delays for that very reason, such as a AddItem() / EquipItemEx() or whatever.  Problem with those delays is that they do add up, and total time to execute more complex things is made that much longer with every delay, and since some things, such as trying to make an enemy submit, are happening in real time, you need to minimize the built in script delay as much as you can, otherwise it will appear sluggish even when working correctly.

 

What I've seen more in the course of debugging and optimizing the mod is when things have crapped out, any applicable logs have generally revealed something more like the typical NONE problem, where I didn't properly account for scenarios when something wouldn't get defined, etc, like having stuff relating to a third actor when there were only two actors involved, and less timing related problems.  Things that would happen each and every time, and script lag or not would make no difference.

 

The one notable exception that was a 100% purely timing issue was the 1.30->1.31 change with the increased delay to releasing actors in the Framework that affected the "2 bandits, 1 player" scenario, and that was indeed worked around by adding more time to allow the release to happen.  But even this wasn't because of 'script lag', so much as a feature being changed that had a hard delay built into it, something that was running concurrent to the Thread() functions, or rather, the second Thread() was being started separately from the first, and the first hadn't finished.

 

TL-DR version: Yep, I add short little delays, as needed, where it seems prudent.  But too many just for the sake of it won't accomplish much beyond slowing everything down with dozens of micro-delays per functions.

Posted

Weird bug report. Not even sure if it's worth looking at... but it's odd enough I figured I'd give it.

 

To run Skyrim in borderless windowed mode (not all the time, just when I'm multitasking, hence the issue not being immediately apparent to me) I use the plugin "OneTweak." So I'm moving the plugin (dll and config) in and out of the plugin folder. The first time I run Skyrim after putting OneTweak in, there is no issue. But the second time I run Skyrim, and I submit to someone, I crash once it's time for the sex animations to start. It's really odd. The look of surprise on my face when I figured out that this was the conflict. Once I remove the OneTweak plugin, I stop crashing.

 

To be fair, for all I know, OneTweak is causing glitches and issues in other mods too, just not noticable, game crashing ones. But yeah. Weird issue. 

Posted

Weird bug report. Not even sure if it's worth looking at... but it's odd enough I figured I'd give it.

 

To run Skyrim in borderless windowed mode (not all the time, just when I'm multitasking, hence the issue not being immediately apparent to me) I use the plugin "OneTweak." So I'm moving the plugin (dll and config) in and out of the plugin folder. The first time I run Skyrim after putting OneTweak in, there is no issue. But the second time I run Skyrim, and I submit to someone, I crash once it's time for the sex animations to start. It's really odd. The look of surprise on my face when I figured out that this was the conflict. Once I remove the OneTweak plugin, I stop crashing.

 

To be fair, for all I know, OneTweak is causing glitches and issues in other mods too, just not noticable, game crashing ones. But yeah. Weird issue. 

Unfortunately, that sounds like something I wouldn't be able to do much about without going down the rabbit hole of downloading every mod, resource, and what have you out there to see what works and what doesn't, not to mention keeping up with current versions of all of the above.

 

If you have a log file, and it shows something directly Submit related (Very easy to tell, do a search in the log for the word "Submit", as every script I have has the naming convention "_SLSubmit####"), then we might have something to work with.  Otherwise, not much I can do about it.

Posted

 

Weird bug report. Not even sure if it's worth looking at... but it's odd enough I figured I'd give it.

 

To run Skyrim in borderless windowed mode (not all the time, just when I'm multitasking, hence the issue not being immediately apparent to me) I use the plugin "OneTweak." So I'm moving the plugin (dll and config) in and out of the plugin folder. The first time I run Skyrim after putting OneTweak in, there is no issue. But the second time I run Skyrim, and I submit to someone, I crash once it's time for the sex animations to start. It's really odd. The look of surprise on my face when I figured out that this was the conflict. Once I remove the OneTweak plugin, I stop crashing.

 

To be fair, for all I know, OneTweak is causing glitches and issues in other mods too, just not noticable, game crashing ones. But yeah. Weird issue.

Unfortunately, that sounds like something I wouldn't be able to do much about without going down the rabbit hole of downloading every mod, resource, and what have you out there to see what works and what doesn't, not to mention keeping up with current versions of all of the above.

 

If you have a log file, and it shows something directly Submit related (Very easy to tell, do a search in the log for the word "Submit", as every script I have has the naming convention "_SLSubmit####"), then we might have something to work with.  Otherwise, not much I can do about it.

 

 

Whoops. That makes me realize I forgot to include my load order. Not that it matters, just that it's standard procedure. ... and now I need to figure out how to get the load order list from NMM (Just getting into skyrim, used OBMM for oblivion)

 

And I don't think I ever enabled it to do log files... >.> (Again... just getting into skyrim :P)

 

Edit: Here we go. Oh, and don't think that I was at all saying I thought you had to do anything! Just bringing it up. 

 

Edit 2: I'll enable logging, replicate the crash, and give you the log!

 

Edit 3: Okay... now I'm trying to replicate it... and it's not crashing. -_- I have no damn Idea. hah.

 

Sorted by BOSS

 

GameMode=Skyrim

 

Skyrim.esm=1

Update.esm=1

Unofficial Skyrim Patch.esp=1

Dawnguard.esm=1

Unofficial Dawnguard Patch.esp=1

HearthFires.esm=1

Unofficial Hearthfire Patch.esp=1

Dragonborn.esm=1

Unofficial Dragonborn Patch.esp=1

Schlongs of Skyrim - Core.esm=1

SexLab.esm=1

SexLabAroused.esm=1

SPIKE.esm=1

TravellersOfSkyrim.esm=1

ZaZAnimationPack.esm=1

HighResTexturePack01.esp=1

HighResTexturePack02.esp=1

HighResTexturePack03.esp=1

Brawl Bugs CE.esp=1

Unofficial High Resolution Patch.esp=1

Rainbows.esp=1

SplashofRain.esp=1

Cutting Room Floor.esp=1

BorderSense.esp=1

HoldBorderBanners.esp=1

LoversHook.esp=1

LoversVictim.esp=1

MF_RadiantProstitution.esp=1

MVABasic.esp=1

MVAIvarstead.esp=1

MVARorikstead.esp=1

NPC Bartering.esp=0

Point The Way.esp=1

RWL Option - 3x Giant toes.esp=1

Realistic Wildlife Loot - Reduced.esp=1

Realistic Wildlife Loot - Reduced - Dawnguard patch.esp=1

Realistic Wildlife Loot - Reduced - Dragonborn patch.esp=1

Realistic Wildlife Loot - Reduced - Hearthfires patch.esp=1

RWL_Megaloceros_LVL.esp=1

SexLab STDs.esp=1

SexLabNudeCreatures.esp=1

SexLab_Paycrime.esp=1

SWT1.2.esp=1

SexLabDefeat.esp=1

ShootingStars.esp=1

TravellersOfSkyrim - Vanilla.esp=1

TravellersOfSkyrim - Dragonborn Addon.esp=1

WetandCold.esp=1

Chesko_LoreBasedLoadingScreens.esp=1

Footprints.esp=1

Footprints - Ash.esp=1

SkyUI.esp=1

1nivWICCloaks.esp=1

hothtrooper44_ArmorCompilation.esp=1

Immersive Weapons.esp=1

Inconsequential NPCs.esp=1

Inconsequential NPCs - Enhancement.esp=1

Run For Your Lives.esp=1

sanguinesDebauchery.esp=1

SDpatch - dawnguard.esp=1

SDpatch - dragonborn.esp=1

SDpatch - frostfall.esp=1

The Paarthurnax Dilemma.esp=1

AchieveThat.esp=1

Dangerous Wolves.esp=1

Death Reload (30 Minutes).esp=1

HorsesGoneWild.esp=1

OpenFaceGuardHelmets.esp=1

RWL_Megaloceros_REPLACER.esp=1

Schlongs of Skyrim.esp=1

SOS - VectorPlexus Muscular Addon.esp=1

SOS - VectorPlexus Regular Addon.esp=1

SOS - Smurf Average Addon.esp=1

SOS - Dawnguard Armors.esp=1

SOS - Dragonborn Armors.esp=1

ArmorDisguises.esp=1

SexLab Solutions.esp=1

SexLab Submit.esp=1

TheChoiceIsYours.esp=1

TheChoiceIsYours_Dawnguard.esp=1

FNISspells.esp=1

Higher Bounties Hold Specific.esp=1

RWL_Bleedout_Perks.esp=1

SexLab Cumshot.esp=1

3DNPC.esp=1

VendorSaleDelay-Gone.esp=1

dD - Realistic Ragdoll Force - Realistic.esp=1

Death Cam - No Blur.esp=1

 

 

Posted

Whoops. That makes me realize I forgot to include my load order. Not that it matters, just that it's standard procedure. ... and now I need to figure out how to get the load order list from NMM (Just getting into skyrim, used OBMM for oblivion)

 

And I don't think I ever enabled it to do log files... >.> (Again... just getting into skyrim :P)

By and large, load orders are basically pointless to show me, for a couple of reasons:

  1. Submit uses 100% custom files, and the only real dependency it has on any other mod is the Framework.  Technically, there should be no conflict with other mods, simply because there are no shared files that can conflict, unlike some mods that affect certain Skyrim source files.
  2. Submit has plenty of scripts to execute, but they are all custom and reference custom resources (Or in the case of Dawnguard, Dragonborn, and Arousal, make dedicated checks to ensure those exist in your load order).  That said, if your papyrus is choked up with a lot of errors/warnings from other mods, than script lag and such may impact how Submit performs, but that is an entirely different problem, and one that can only be resolved by clearing out all of the errors that may show in your log.
  3. Similar to the problem with testing Submit against other mods, in order to make much use out of a load order list, I would have to be familiar with every mod shown, what order is best, etc.  Considering I don't personally use too many mods (NMM is showing a total of 53, 13 of which are just .ESM's and/or the various Unofficial patches, and I'd say roughly half of the rest are just cosmetic enhancements to the game.  Only a few fully scripts mods.) that isn't going to happen.  At best, you might get some other users that can say they use such and such with no problem, and they recommend having XXX mod before/after YYY mod, but I personally don't really look at load orders as a particularly useful diagnostic tool.
  4. The most I ever commit to is listing my own personal load order on the main page, but the salient part to that is basically to have all of my various .ESM's, followed by SkyUI.esp, then Submit, then everything else.

Logs, on the other hand, are very useful.  Whether they highlight an actual problem within Submit, or just exposing a myriad of errors and/or warnings from *other* mods which may be impacting everything else, logs are the single most useful thing for getting to the source of problems.

Posted

 

 

Whoops. That makes me realize I forgot to include my load order. Not that it matters, just that it's standard procedure. ... and now I need to figure out how to get the load order list from NMM (Just getting into skyrim, used OBMM for oblivion)

 

And I don't think I ever enabled it to do log files... >.> (Again... just getting into skyrim :P)

 

Edit: Here we go. Oh, and don't think that I was at all saying I thought you had to do anything! Just bringing it up. 

 

 

Edit 2: I'll enable logging, replicate the crash, and give you the log!

 

Edit 3: Okay... now I'm trying to replicate it... and it's not crashing. -_- I have no damn Idea. hah.

 

 

 

You are better off to turn on Papyrus and when you get a crash post a copy of the log then. It would help dkatryl find the issue easier if it is with submit.

 

Posted

 

Whoops. That makes me realize I forgot to include my load order. Not that it matters, just that it's standard procedure. ... and now I need to figure out how to get the load order list from NMM (Just getting into skyrim, used OBMM for oblivion)

 

And I don't think I ever enabled it to do log files... >.> (Again... just getting into skyrim :P)

By and large, load orders are basically pointless to show me, for a couple of reasons:

  1. Submit uses 100% custom files, and the only real dependency it has on any other mod is the Framework.  Technically, there should be no conflict with other mods, simply because there are no shared files that can conflict, unlike some mods that affect certain Skyrim source files.
  2. Submit has plenty of scripts to execute, but they are all custom and reference custom resources (Or in the case of Dawnguard, Dragonborn, and Arousal, make dedicated checks to ensure those exist in your load order).  That said, if your papyrus is choked up with a lot of errors/warnings from other mods, than script lag and such may impact how Submit performs, but that is an entirely different problem, and one that can only be resolved by clearing out all of the errors that may show in your log.
  3. Similar to the problem with testing Submit against other mods, in order to make much use out of a load order list, I would have to be familiar with every mod shown, what order is best, etc.  Considering I don't personally use too many mods (NMM is showing a total of 53, 13 of which are just .ESM's and/or the various Unofficial patches) that isn't going to happen.  At best, you might get some other users that can say they use such and such with no problem, and they recommend having XXX mod before/after YYY mod, but I personally don't really look at load orders as a particularly useful diagnostic tool.
  4. The most I ever commit to is listing my own personal load order on the main page, but the salient part to that is basically to have all of my various .ESM's, followed by SkyUI.esp, then Submit, then everything else.

Logs, on the other hand, are very useful.  Whether they highlight an actual problem within Submit, or just exposing a myriad of errors and/or warnings from *other* mods which may be impacting everything else, logs are the single most useful thing for getting to the source of problems.

 

 

I still feel like an asshole if I don't post it. :P What can I say, it's been drilled into me. I guess I'll know what to do if it crashes again... but for now... it's randomly working fine. >.>

 

Edit: Maybe it's scared, now that I can see what is messing up. :P

Posted

Is there a location that lists the change log?

I used to maintain the change log on the main post.  But it kept getting corrupted and the text replaced with:

Insert Text

 

So, as you can see, I got tired of screwing with it.

Posted

I still feel like an asshole if I don't post it. :P What can I say, it's been drilled into me. I guess I'll know what to do if it crashes again... but for now... it's randomly working fine. >.>

 

Edit: Maybe it's scared, now that I can see what is messing up. :P

I know the feeling.  I recently upgraded all of the important parts in my PC (CPU, RAM, Mobo, GPU, pretty much everything other than the 1kW P/S, the SSD, the HD, and the DVD Drive, all because my last one had developed this intermittent rattle/vibration that would just randomly start, and I couldn't figure out what component was the source.

 

So I said, screw it, this one's a few years old, I'll just upgrade.  The moment I ordered the new hardware to the moment it arrived, wouldn't you know it, my old machine didn't make one single noise?  It was like, "don't trash me, bro!". :P

Posted

Question on the finding a NPC to untie, this is likely way to hard to do. But I figure it wouldn't hurt to bring it up. Is there anyway to set it where it works outside but only if no guards are in X range. Say for example 500 units(what ever skyrim uses just a example), so if a guard was in that range it works like normal but if a guard is not in that range it works like it does with NPC's indoors?

 

Like I said I fully accept that might be way to hard to code and I assume it is, but I figured hey why not bring it up. Who knows Dkatryl maybe you will have a flash of inspiration and it will be fairly easy to do. :)

Posted

I'm not sure of a direct way within the available dialog checks.  You can check for LoS to defined references and aliases.  You can check if the subject speaking is a guard.  But you can't really check if your subject can see a guard in LoS.

 

Only way I could see doing it is a slight restructuring of the text to make a call to a custom function that does a one off pulse, similar to the ones I use to check for the indecency stuff, and if returned false, then they take advantage.

 

If I did go through that effort, I would remove it being guaranteed when indoors, and make the entire thing chance based, lost most everything else in the mod.

 

Come up with a basic algorithm based on their morality setting, the MCM Morality setting within Submit (The one that ignores a high Morality follower and has them join in on a victim), give a bonus if indoors, hell even factor in the Arousal stuff, and let that decide if they did provided no guards were around, indoors or not.

 

I haven't really touched the mod, or Skyrim, since the last update a couple of days ago, but I have thought about doing something else with regards to the timing on some of the major functions, namely the Ambush/Shout/Grapple type functions.  Currently, you can re-submit a target even while they are still recovering from the original one.  What tends to happen is the new scenario begins to play out while the OLD scenario is still finishing.  It's a minor enough thing, but it can make things look kind of odd.  So, I plan to make a small tweak so that the target is fully ignored from a repeat attack (Similar to how your followers are fully ignored) until the previous one finishes playing out.

 

If I do that, then I suppose I could do what I mentioned above as part of the same update.

Posted

I actually like the idea of it being random both indoor and outdoor more myself. Always indoor and always not outdoor is ok but it being random for both I think would be better.

 

Would be way cool if you could manage it, I am honestly surprised you want to try it. Glad just surprised, so if you get it working great if not, no worries. :)

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