dkatryl Posted January 1, 2014 Author Posted January 1, 2014  http://www.creationkit.com/ResetHealthAndLimbs_-_Actor  Never knew about that function until today, but combined with making the Player protected, it can make it so even if you set the auto surrender health threshold at 1%, when you get whacked and die, you immediately get healed and then go into the normal bleed out & surrender stuff.  Now I just need to figure out how to implement it so that it only triggers like that when you are against valid enemy types to keep it from always being on.  That would be very cool and let me set submit very low for auto surrender. Since I went back to start setting it low again but higher chance, still have to leave a nice cushion of health to be sure you don't die. So this would be a very cool change if you can get it to work. Oh, I already have it working at the basic level. As said, my testing is done with a 1% threshold. It fully prevents death and it goes on like normal.  What I still need to do is make it so that it only does it when the thing attacking you is a valid target.  Not to mention if stuff like drowning/falling/etc happens.
nutluck Posted January 1, 2014 Posted January 1, 2014 I'm still "on the edge" if install this mod or not. I like a lot two things, mainly: - The entire sex by dialogue system, with its excellent "mechanic" and the relly interesting thing to raise the relationship if successfull. - The surrender option and what is it following. Â But I don't like almost all the remaining features. Why? Â Mainly because I'm a female and I play female characters only. All those parts are focused on a male player. There is nonsense to a female player to "ambush", "knockdown" a male enemy to rape him, frankly. Even if I'm a nymphomaniac, I can find a lot of funniest way to have sex. Â So, my doubts are still here. Should I place another heavy scripted mod into an already terrific heavy scripted game (more than 200 mods)? Â Of course .... IF there is a sort of ... ehm ... separate parts to download and install, like, to say, the Submit-Interact mod, and the Submit-Surrender mod ... ... well, I'm pretty sure I'll use these. Â It is all in one package but you can disable different parts. Like you can turn off PC as victim and use the rest. Or you can turn off PC and companions as aggressive and use the rest. Also there is a toggle ... but I can't remember if this is in submit or defeat. but one of them lets you turn on or off certain things. Like male on female can be turned on while female on male could be turned off. Â Also this one is not very heavy in script it is pretty light script. It only adds dialogue when you talk to NPC's and the script seems to only kick in when you hit the threshold in combat. Â I would recommend trying it out and turning off features and options you don't like. I bet you could get it to how you want or at least close. The only issue I can think of you might have is I don't know if you can set it on npc vs npc to not allow aggressive females but still allow males. Other than that I think you can get it to do what you want. Â Edit: Ah ninja'd by Dkatryl who obviously knows better than I what you can and can't do.
nutluck Posted January 1, 2014 Posted January 1, 2014   http://www.creationkit.com/ResetHealthAndLimbs_-_Actor  Never knew about that function until today, but combined with making the Player protected, it can make it so even if you set the auto surrender health threshold at 1%, when you get whacked and die, you immediately get healed and then go into the normal bleed out & surrender stuff.  Now I just need to figure out how to implement it so that it only triggers like that when you are against valid enemy types to keep it from always being on.  That would be very cool and let me set submit very low for auto surrender. Since I went back to start setting it low again but higher chance, still have to leave a nice cushion of health to be sure you don't die. So this would be a very cool change if you can get it to work. Oh, I already have it working at the basic level. It fully prevents death and it goes on like normal.  What I still need to do is make it so that it only does it when the thing attacking you is a valid target.  Not to mention if stuff like drowning/falling/etc happens.   Yeah sorry wasn't clear. I assumed you had it working to trigger but I meant hopefully you can get it to only work when it needs to work and not work the rest of the time. As that would be very cool is what I meant. Having your cake and eating it too so to speak. Cause I wouldn't want it to trigger the rest of the time as it would make the character unkillable which would be silly.  Â
dkatryl Posted January 1, 2014 Author Posted January 1, 2014 Yeah sorry wasn't clear. I assumed you had it working to trigger but I meant hopefully you can get it to only work when it needs to work and not work the rest of the time. As that would be very cool is what I meant. Having your cake and eating it too so to speak. Cause I wouldn't want it to trigger the rest of the time as it would make the character unkillable which would be silly. Yep, unkillable is dumb, and not the goal here, obviously.  Unfortunately, the nature of the OnHit() function doesn't really let you base what happens on WHAT hit you at the actor level, only the object level. And while an actor is an object, and object isn't necessarily an actor, so you can't pass the actor directly. It really makes the Auto Surrender script WAY more trouble than it really should be. Which is why, instead of ONLY running the check against valid aggressors, it has to run the check on ANY hit, and once under the threshold, allow the surrender targeting script to do the job of "is there actually something valid to surrender to?!", when it *SHOULD* be build into the OnHit() event.  Same basic issue, extended towards only making the auto-restore if the threshold was too low, can't easily tell WHAT made you fall below the threshold.
nutluck Posted January 2, 2014 Posted January 2, 2014 Yeah kinda figured that would be the case, since as you said no way for the script to know what caused the damage. Only solution that might work and might not, is maybe if something in submit would trigger it. Like when submit kicks in, it cast a spell that causes that effect. In theory it seems then you might be able to get it to work while keeping it not working the rest of them time. Of course that still means if you die before submit actually kicks in then you still die though. But it would save people on those rare times the punching part of submit killed them I guess.
dkatryl Posted January 2, 2014 Author Posted January 2, 2014 Basically, the OnHit() event will remain as it was, unchanged. What will be added is a http://www.creationkit.com/OnEnterBleedout_-_Actor event in the event the player would have normally dropped so low that they would died. If this event is triggered, they will be restored enough to allow the regularly scheduled beatings and such to commence.  This will take care of too low of a threshold (or a very low level character) getting killed instead of surrendering issue that can happen. I've been testing this by having my poor test girl with a 1% threshold quick saved when she's down to ~10% life, get beat down, trigger the bleedout heal up, surrenders, quickload, repeat. Every so often, she gets hit JUST right where she's <1% but not 0, so the bleedout isn't required, and it works like normal, but usually, the bleedout triggers and saves her. Well, saves her to get used and abused, but you get the idea.  *NOW* it's what to do when the event saves the player from a proper death versus an enemy that isn't one that would normally be allowed to surrender to (whether through MCM setting or lack of valid animations). When they should have legitimately died. Given how I track a Global to know where the surrender process is at, and reset it back to 0 on the event the surrender target spell failed to find valid targets, the plan is to give a ~1 second delay (pending testing on a safe delay), and if the global is not properly at a 2, it means there was no valid surrender target, the player should have legitimately died, and then they will.  Edit: So far, testing shows a 1 second delay is perfectly fine. My debug message showed up AFTER the "you attempt to surrender" showed up, which comes well after the global is set to 2. (If the global isn't set to 2, you would never surrender in the first place)
jussmee Posted January 2, 2014 Posted January 2, 2014 do you think you can add the ability to bring stormcloaks to imperials as a pow for reward and same for imperials turned in to stormcloaks?
nutluck Posted January 2, 2014 Posted January 2, 2014 Nice very cool, glad you found a way to use this neat feature and make it so the character can still die when they should.
dkatryl Posted January 2, 2014 Author Posted January 2, 2014 These are the scenarios I tested with the new "death-proof" auto surrender (Each was tested *multiple* times with consistent results)  Threshold was at 1% for all testing. My test character was from an OLD file from long before I even created Submit, so was clean of all Sexlab related stuff. Character had 640-ish HP, so 1% was ~6.4 HP.  Player vs 2 Bandits: Dropped below death, OnBleedOut() event triggered, recovered life instead of dying, fell down, surrender scene happened, everything else was like normal. Player vs 2 Bandits: Dropped under 6.4 HP, above 0, surrender scene happened, everything else was like normal (This was very random, but sometimes the hits happened as they did, and I didn't need to do the bleed out stuff. Player vs Bear, MCM setting a 1, Bears invalid target: Dropped below death, OnBleedOut() event triggered, recovered life instead of dying, fell down, check for proper Global value failed, "Your wounds are mortal..." message played, remove Protected status and KillEssential() on player, died. Player vs Bear, MCM setting a 2, Bears valid target: Dropped below death, OnBleedOut() event triggered, recovered life instead of dying, fell down, surrender scene happened, everything else was like normal. Player vs Gravity (Jumped off tall mountain): Dropped below death, OnBleedOut() event triggered, recovered life instead of dying, fell down, check for proper Global value failed, "Your wounds are mortal..." message played, remove Protected status and KillEssential() on player, died. Player vs Water (Remained under water until drowned): Dropped below death, OnBleedOut() event triggered, recovered life instead of dying, fell down, check for proper Global value failed, "Your wounds are mortal..." message played, remove Protected status and KillEssential() on player, died. I hit the major scenarios I could think of to ensure the player was not invulnerable in situations where it is not intended to save them, and that it properly saved them when it was. Results seemed very consistent. I'm going to give it the rest of the night to mull over if I overlooked something, update tomorrow whenever.
dkatryl Posted January 2, 2014 Author Posted January 2, 2014 do you think you can add the ability to bring stormcloaks to imperials as a pow for reward and same for imperials turned in to stormcloaks? Eh, this has been asked before, and I've avoided it, because if I do that, then I also have to factor in the scenario where you wander in to a stormcloak camp with a stormcloak bounty (or vice versa) and such, all for a feature that was originally intended to be nothing more than a side note. Â The other sticky problem is most Stormcloaks/Imperials are also classified as Guards, which are immediately excluded from bounty targets. Â I'll take a look at it, but if it's more of a bother than it's worth, then I'll pass.
nutluck Posted January 2, 2014 Posted January 2, 2014 It sounds like you covered all the bases on your tests. Other than maybe a poison that does damage over time or the character on fire taking damage every second and have submit kick in after. Not saying this is a problem but not sure what would happen, something to think about. Â Like example mage sets character on fire, character low on health submits. Then fire does enough damage to kill character. Would the character still die, come back to life or maybe cause a glitch in the script. Since they already submitted, then died etc. Â This might not be a issue but it is the only thing I can even remotely consider that I could see maybe causing a issue.
dkatryl Posted January 2, 2014 Author Posted January 2, 2014 It sounds like you covered all the bases on your tests. Other than maybe a poison that does damage over time or the character on fire taking damage every second and have submit kick in after. Not saying this is a problem but not sure what would happen, something to think about. Â Like example mage sets character on fire, character low on health submits. Then fire does enough damage to kill character. Would the character still die, come back to life or maybe cause a glitch in the script. Since they already submitted, then died etc. Â This might not be a issue but it is the only thing I can even remotely consider that I could see maybe causing a issue. The function used in the OnBleedOut() Event restores you to 100% life.
dkatryl Posted January 2, 2014 Author Posted January 2, 2014  do you think you can add the ability to bring stormcloaks to imperials as a pow for reward and same for imperials turned in to stormcloaks? Eh, this has been asked before, and I've avoided it, because if I do that, then I also have to factor in the scenario where you wander in to a stormcloak camp with a stormcloak bounty (or vice versa) and such, all for a feature that was originally intended to be nothing more than a side note.  The other sticky problem is most Stormcloaks/Imperials are also classified as Guards, which are immediately excluded from bounty targets.  I'll take a look at it, but if it's more of a bother than it's worth, then I'll pass. I looked into this, and basically made a bunch of new dialog branches, one for imperial to sons, sons to sons, imperial to imperial (they attack you), and sons to sons (they attack you)  The two latter ones? Worked just fine. Tell other faction guy that you have one of their own faction, they get mad, attack.  The two first ones? Yeah, Stormcloak attacks Imperial on sight, and vice versa. Makes it difficult to talk to the guard first for the bounty turn in.  Edit: Heh, ended up using the same health restore function that I came up with for the death proof auto surrender just to make the bounty turn in get beat up once by the guards in sight, and then allowing you to talk the guard and actually turn in the bounty without the "body" going crazy and shooting off into the air.  Yep, you heard me. Flying corpses. Crazy.  Anyway, looks like that will be in the next update sometime tomorrow.
nutluck Posted January 2, 2014 Posted January 2, 2014 Ah ok, then no issue. Just the only thing I could remotely even think of that you had not already tried.
jussmee Posted January 2, 2014 Posted January 2, 2014     do you think you can add the ability to bring stormcloaks to imperials as a pow for reward and same for imperials turned in to stormcloaks? Eh, this has been asked before, and I've avoided it, because if I do that, then I also have to factor in the scenario where you wander in to a stormcloak camp with a stormcloak bounty (or vice versa) and such, all for a feature that was originally intended to be nothing more than a side note. The other sticky problem is most Stormcloaks/Imperials are also classified as Guards, which are immediately excluded from bounty targets.  I'll take a look at it, but if it's more of a bother than it's worth, then I'll pass. I looked into this, and basically made a bunch of new dialog branches, one for imperial to sons, sons to sons, imperial to imperial (they attack you), and sons to sons (they attack you) The two latter ones? Worked just fine. Tell other faction guy that you have one of their own faction, they get mad, attack.  The two first ones? Yeah, Stormcloak attacks Imperial on sight, and vice versa. Makes it difficult to talk to the guard first for the bounty turn in.  Edit: Heh, ended up using the same health restore function that I came up with for the death proof auto surrender just to make the bounty turn in get beat up once by the guards in sight, and then allowing you to talk the guard and actually turn in the bounty without the "body" going crazy and shooting off into the air.  Yep, you heard me. Flying corpses. Crazy.  Anyway, looks like that will be in the next update sometime tomorrow. couldnt you change their fraction once they are bound to a neutral fraction such as imperial pow and stormcloak pow. change their clothes into rags and have them gagged. its not like an imperial will know that it is a imperial pow if the pow is in rags and vice versa. they should only be hostile if there relation with you (bounty) is bad, if they witness you .or wear the enemy fraction armor which is already covered by a mod in nexus.http://www.nexusmods.com/skyrim/mods/45047  in the future if you are also interested you can add a condition in which the enemy will try to save the pow on the condition that you are hostile and once they are free they return back to their original fraction. ex stormcloak pow gets saved by storm cloaks. but a imperial pow will be set free but since the imperial pow returns to their original fraction it will be hostile to you and the stormcloaks if you were hostile to both for whatever reason. it would actually be big if this could be allowed for all npc where you can sell them to a black market. or better yet a under ground gladiator arena. which would make it, im considering learning how to mod. ill try to learn a bit but is lost especually when it comes to scripting. i really want the ability to catch npc and sell them.   if i do start this ill probably even try to get the ability to abduct npc and use them fir ransom but that already sounds complicated. maybe ill have it so mercenaries meet with you with a chance that they will try to attack you anyways. the mercenaries carry gold on them. if they pay they of course have no gold.  anyways thanx for taking the time to hear me out
Coopervane Posted January 2, 2014 Posted January 2, 2014 the new "death-proof" auto surrender  Does want!  That was really the only "problem" left with the mod, but i assumed it coulden't be fixed without permanently setting the player to essential as others have done (which would not have been a good solution).   I am very much looking forward to not getting one-shotted by warhammers!
dkatryl Posted January 2, 2014 Author Posted January 2, 2014  in the future if you are also interested <snip> Again, the bounty thing was something I originally made on a whim. It is not even remotely the main focus of the mod, and was originally made as something besides just killing or leaving your bandit victims. Plus some starting gold for new characters (100 + level^2 gold can't help out a new character!).  Making stormcloak vs imperial made sense, and didn't take much beyond making two copies of the existing bounty turn in dialog with some provisional checks, and adding one extra script for if you tried to turn in the bounty to the wrong side. Minimal extra work.  Anything beyond that? Spawning mobs to rescue prisoners, etc? Not even a remote chance!
dkatryl Posted January 2, 2014 Author Posted January 2, 2014  the new "death-proof" auto surrender Does want!  That was really the only "problem" left with the mod, but i assumed it coulden't be fixed without permanently setting the player to essential as others have done (which would not have been a good solution).  I am very much looking forward to not getting one-shotted by warhammers! It does (Technically, protected, not essential, but since the only difference is the player can kill protected and not essential, and the player can't kill themselves, it's functionally the same) set the player to protected whenever you have the auto submit threshold set to 1% or more.  I just take one extra step the others might not take, and check if the "save" was warranted to perform the function of the mod (i.e. the player getting used and abused) and if not, kill them.  Also, I took a peek at the "No Death Mod" on Nexus, and noticed the author used the restore function on the OnHit() event, which while it worked, didn't really make much sense, because it would always trigger the restore when you triggered the surrender as well. It seems to me that isn't really required, as opposed to the OnBleedOut() event, which only happens if you would have died normally, and subsequently the only time you would really need the restore to happen.  Not sure how any others do it, I only looked at that one mod for reference, but that, plus killing the player if the save wasn't valid, are the one or two things that I do that should make it work quite nicely, allowing players to literally set their threshold as low as 1% if they desire with no fear without letting you be invulnerable as a side effect.
Coopervane Posted January 2, 2014 Posted January 2, 2014 The only other way i've seen it done, the player basically coulden't die, ever. SD did work around it a bit, as it could allow the player to die if an enemy kept attacking after bleedout was triggered (animals were not supported, so this was needed to prevent the player from getting eternally stunlocked in the bleedout anim). Â Oh, and whilst i think about it, is it possible to make the player essential/protected whilst in ragdoll mode? Because aside from getting one-shotted by a warhammer, the only other way i've managed to die with Submit is when the player ragdolls (let's just say i've managed to slide of very tall cliffs or bridges to my death a few times, which looked rather hillarious, but it wasen't so ideal).
NicoleDragoness Posted January 2, 2014 Posted January 2, 2014 One more scenario could be checked: player against Dwarwen robots. By my knowledge, there are any sex animation (of course) with Spheres and Centurions.
Lyman the Lunatic Posted January 2, 2014 Posted January 2, 2014 OK! It's really the damn Unofficial Patches!!!!!!! Honestly I don't know which 1, I just disabled all of them. For the record, I don't have Dragonborn. Â FINALLY!!!! (insert random curses & expressions of happiness & relief here)
LukeDuke Posted January 2, 2014 Posted January 2, 2014 OK! It's really the damn Unofficial Patches!!!!!!! Honestly I don't know which 1, I just disabled all of them. For the record, I don't have Dragonborn. Â FINALLY!!!! (insert random curses & expressions of happiness & relief here) This is strange, I'm using all of Unofficial Patches latest versions with this (and much more)Â mod and I don't have any problems. Guards still arrest me if they will see sex in public ;-P
Lyman the Lunatic Posted January 2, 2014 Posted January 2, 2014 Â OK! It's really the damn Unofficial Patches!!!!!!! Honestly I don't know which 1, I just disabled all of them. For the record, I don't have Dragonborn. Â FINALLY!!!! (insert random curses & expressions of happiness & relief here) This is strange, I'm using all of Unofficial Patches latest versions with this (and much more)Â mod and I don't have any problems. Guards still arrest me if they will see sex in public ;-P Â Â Ain't sex in public can be disabled anyway? I did.
dkatryl Posted January 2, 2014 Author Posted January 2, 2014  OK! It's really the damn Unofficial Patches!!!!!!! Honestly I don't know which 1, I just disabled all of them. For the record, I don't have Dragonborn.  FINALLY!!!! (insert random curses & expressions of happiness & relief here) This is strange, I'm using all of Unofficial Patches latest versions with this (and much more) mod and I don't have any problems. Guards still arrest me if they will see sex in public ;-P I have all of the Unofficial Patches as well. Can't say they are all the latest versions, haven't checked in a while, but then I'm having no issues, so have had no reason to go investigate.  For what it's worth, I have all of those immediately after the .ESM's in my load order, then SkyUI.esp, then Submit, then everything else.
dkatryl Posted January 2, 2014 Author Posted January 2, 2014 One more scenario could be checked: player against Dwarwen robots. By my knowledge, there are any sex animation (of course) with Spheres and Centurions. Any creature that isn't valid is the same as a valid creature without the MCM setting high enough to trigger surrender, such as the test against a Bear on setting 2 vs setting 1.
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