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Posted (edited)
2 hours ago, haattila said:

On a side note i think i know how to replicate the bug where you can hear the equip unequip sound every 10-5 sec, i think you need to be forced to surrender while being barehanded 
and then a popup about brawling and not brawling pops every time the sound pop aswell

Yes, I think I did run into that while testing an earlier scenario in Mistwatch, the first time I got robbed/etc, nothing.

But on *subsequent* ones, yes, I was hearing the rapid "equip/unequip" sounds.  Didn't see the Brawling/Not Brawling, but I know where that is, and I'm sure it's related.

 

Thanks for the reminder, I'll look into that later today, bundle that in with the other handful of fixes.

 

[Edit]

And, naturally, I go back to a bandit camp, get robbed/raped/etc, then let it happen over and over, second and subsequent clearly with no gear to steal, and now nothing.  No spamming the equip/unequip sounds other than the bandits drawing/sheathing their weapon where appropriate. 🙄

Edited by dkatryl
Posted
20 hours ago, dkatryl said:

Okay, now I had a string of 4 bandits that had been submitted and bountied, making the trek from Riverwood to Whiterun's outskirts to turn them in, got attacked by two wolves, killed them, and now the 4 bandit ladies went aggro (didn't attack).

Now that I was able to replicate the issue, I can troubleshoot it.

(I mean, technically, a bandit NPC trying to take advantage of you being in a fight and going aggro makes total sense, and you can just auto succeed on a re-submit, but that wasn't what was intended. lol)

 

[Edit]

Okay, that seemed simple enough.  I had previously set the Ignore Combat flag on their AI Package once they were set the ActorBounty# Alias, but I didn't set the No Combat Alert flag.  I guess that let them still pop the aggro condition.  Setting that flag with the same scenario from earlier, now they fully ignored the wolves.
image.png
I also made sure to reset the Protected flag when you declare you will turn them in for a Bounty:
 

akSpeaker.GetActorBase().SetProtected(True)

(I had fiddled with that a few weeks ago because the guards weren't executing them, only to find out the issue was the Golden Saints Bandits have a faction wide 'Protected' flag.)

So now, in my test scenario, with 2 wolves chomping into 4 bandits being turned in for bounties, they stagger but don't die.

 

I'm gonna keep holding off for a few days to give CGi a chance to update the German strings for Localization.  If I don't hear anything by next weekend, I'll just update as is.

Thank you for identifying and resolving this issue.

As for the other issues I’ve encounteredthat you weren’t able to recreate, I suspect they might be related to the Skyrim localization, maybe, or its version (I’m playing on SE 1.5.97). Perhaps some mods are causing problems.

Could you perhaps advise me on the best way to collect and review the logs of triggered scripts? I’ll try to find the source of my problems on my own then.

Posted (edited)
4 hours ago, tyty2244 said:

Thank you for identifying and resolving this issue.

As for the other issues I’ve encounteredthat you weren’t able to recreate, I suspect they might be related to the Skyrim localization, maybe, or its version (I’m playing on SE 1.5.97). Perhaps some mods are causing problems.

Could you perhaps advise me on the best way to collect and review the logs of triggered scripts? I’ll try to find the source of my problems on my own then.

From the sounds of it, most everything is going to be handled with either the scripts _SLSubmitScene or _SLSubmitSexScene (OG SL or SLP+ version, depending on which you use), or one of the dialog options from the only quest, _SLSubmit, and any corresponding script from dialog.

You can see all of the Messages, and each one is labeled according to the corresponding script they are called from, with just a # to distinguish multiple message per script.

Between these, that is where I would start looking if/when I could replicate the wonky displays.

No other mods *SHOULD* cause a problem, as Submit uses 100% custom files, and I modify nothing of the stock game.  However, functionally, there is some redundancy with similar mods, such as Defeat, so there is a non-zero percent chance that two (or more) mods try to do the same thing at the same time and one gets confused.

Edited by dkatryl

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