Srende Posted May 12, 2014 Author Posted May 12, 2014 Detected seems to be the condition you want. Â This one? From the description I don't think it'd be that. After looking through them again, I was thinking of going with this. Will test them though. Â Edit: After testing a bit, it might actually be that regardless of the description GetShouldAttack works as well, but won't always let the effect apply when it should. For example sometimes some enemies are guarding an entrance and won't attack until you get too close, even if they detect you. GetShouldAttack only lets the effect apply once they'd attack anyway when you get too close (as the name would suggest), so the plain detection is preferable. But will need to test that a bit more.
Zsar Posted May 12, 2014 Posted May 12, 2014 The problem is getting a hold of the enemies, currently it's done with a magic effect that does it's own filtering based on the enemy properties and couple of globals that are changed by scripts monitoring the player. One of those being the equipped weapon state. But since the magic effect doesn't get applied to the enemies at all when you have weapons equipped, they also won't be added to the FormList in the script holding all the attackers. It's done that way so the effect is instant (close enough anyway) once your weapons drop, without needing to poll all the enemies every second through scripts.Err... and how does this pertain to the issue at hand (multiple items dropped due to auto-equip)? I just tested again, wearing a blindfold, antagonising a couple of valid characters with weapon drawn - once I sheathe the weapon, the scene triggers fine. - Therefore, it should work just the same if a script (the one that now drops) sheathed my weapon for me (and thereafter dropped it as it does now), should it not?  If the sheathing animation could be skipped as well, this workaround would provide exactly the desired behaviour: drop the currently equipped weapons and be not affected by auto-equip of others; while being invisible to the player - so as good as it gets.  Surely (and that was the whole point of that bunch of pseudocode-blocks) when you have a reachable script line which says "drop" you can also have a reachable script line immediately in front of it, which says "sheathe" - and then the scene condiction is satisfied unless enough time passes for the player to re-draw the auto-equipped set.
Srende Posted May 12, 2014 Author Posted May 12, 2014 How it relates is that to have the condition change for the enemies to be added, requires you to have no weapons equipped (if that option is selected), and thus requiring the dropping of both weapon sets. Â And as you probably noticed, sheathe and equip checks are on separate options there. So yes, just sheathing the weapons is enough for one of them, but not the other. Which means if the only when unequipped option is in use (it's also on by default now), one would expect the drop events to actually trigger the attacks, which won't happen if the weapons are just sheathed. Â Sure, I could put in workarounds and just force the conditions to be filled after the first drop, but I'd rather have it work "normally" like it is now without workarounds. Â That said, I might change it to just unequip the secondary set, while still dropping the primary one.
Mud Posted May 12, 2014 Posted May 12, 2014 Â Â Â Mud, mind if I put that in the description? Â Haha, be my guest. Â By the way, that support for followers you just added, do they need to be bound as well or are they eligible as long as you're considered helpless?
Srende Posted May 12, 2014 Author Posted May 12, 2014 Followers get included as long as the scene triggers, which is only checked by what the player is wearing.
Guest Posted May 12, 2014 Posted May 12, 2014 Â Detected seems to be the condition you want. Â This one? From the description I don't think it'd be that. After looking through them again, I was thinking of going with this. Will test them though. Â Edit: After testing a bit, it might actually be that regardless of the description GetShouldAttack works as well, but won't always let the effect apply when it should. For example sometimes some enemies are guarding an entrance and won't attack until you get too close, even if they detect you. GetShouldAttack only lets the effect apply once they'd attack anyway when you get too close (as the name would suggest), so the plain detection is preferable. But will need to test that a bit more. Â FWIW, in my experience almost no mods, including Sanguine's Debauchery and Submit, work with guards like that. Their AI package makes them go hostile if you're on their territory even if the mod wants them to be friendly to you. (I can't, for example, get enslaved by the people in the honey farm during the first big Thieve's guild quest). Â So if you had to use a function which wouldn't allow the mod to work with these NPCs, you'd be following convention .
Srende Posted May 12, 2014 Author Posted May 12, 2014 Heh, I was just testing the sneak detection with those guards in the island. I don't think they are in any of the conventional enemy factions (like banditfaction), which DH and probably most other mods are checking for so they don't get included, regardless of the package in use. Â Tested also with some lone warlock guarding a cave entrance, who had the "territory guard" package apparently. As in, staying far enough he'll just yell "get back" etc, but won't attack. And as expected GetShouldAttack didn't trigger then, but GetDetected on the other hand seemed to work just as one would expect with the detection eye indicator, even if the wiki led me to believe otherwise, though I'll need to do more testing to be sure
Zsar Posted May 12, 2014 Posted May 12, 2014 How it relates is that to have the condition change for the enemies to be added, requires you to have no weapons equipped (if that option is selected), and thus requiring the dropping of both weapon sets.  And as you probably noticed, sheathe and equip checks are on separate options there. So yes, just sheathing the weapons is enough for one of them, but not the other. Which means if the only when unequipped option is in use (it's also on by default now), one would expect the drop events to actually trigger the attacks, which won't happen if the weapons are just sheathed.  Sure, I could put in workarounds and just force the conditions to be filled after the first drop, but I'd rather have it work "normally" like it is now without workarounds.  That said, I might change it to just unequip the secondary set, while still dropping the primary one. That should work even better, I think. Never tested it extensively, but only one set seems to be cached for auto-equip. ... if not, a single boolean variable should suffice, which is set to 'true' at the beginning of the drop function, to false at the end of the scene, and checked at the branch between the modes (be it called 'dropped', then check for (NOT unarmedOnly OR dropped) AND <other conditions>).
permidion Posted May 12, 2014 Posted May 12, 2014 mmm I got an update notice but I dont see anything new. what has changed ?
Srende Posted May 12, 2014 Author Posted May 12, 2014 mmm I got an update notice but I dont see anything new. what has changed ? Â On the file? Nothing since 1.12, just minor text adjustments on the description.
permidion Posted May 12, 2014 Posted May 12, 2014  mmm I got an update notice but I dont see anything new. what has changed ? On the file? Nothing since 1.12, just minor text adjustments on the description.  ok, thank you
Slorm Posted May 12, 2014 Posted May 12, 2014 The whole point of the mod as I see it is that you have a choice, stay armed and move slower, sheath weapon move faster but there's a risk. There is also a small problem when the plugs go off with the pc throwing away her weapons - naughty girl  The cloak effect I personally like as it is. I roleplay my character so when she's picking a lock she cannot have a drawn weapon as you need two hands, same for opening chests, eating drinking etc (I use RND). Urns are okay one handed as you could feasibly move the lid and stick your hand inside holding a weapon (which gives me a nasty idea )  Might be an idea to have an option in MCM on the cloak whether to ignore sneak or not if that's feasible to do
Srende Posted May 12, 2014 Author Posted May 12, 2014 Will work also with creatures? Â Draugr, yes. Not followers though. Since it's based on the item's you're wearing, I don't think random spiders pay much attention to that. Even draugr is bit of a strech.
flim Posted May 13, 2014 Posted May 13, 2014 Hi, I update the latest. if I want to no-select armbinder option, how to register with zaz amination pack? I downloaded 5.52 zaz pack. is that corrct? No important. just want try every thing.
Srende Posted May 13, 2014 Author Posted May 13, 2014 Hi, I update the latest. if I want to no-select armbinder option, how to register with zaz amination pack? I downloaded 5.52 zaz pack. is that corrct? No important. just want try every thing. Â Go to the Zaz config, there's a tab called Sexlab, that has "register" button. After that, save and reload your game so Devious devices - Integration sees the newly registered animations and make sure "Use bound anims" is in use in the DD - Integration config. It'll be available at that point.
flim Posted May 13, 2014 Posted May 13, 2014 Â Hi, I update the latest. if I want to no-select armbinder option, how to register with zaz amination pack? I downloaded 5.52 zaz pack. is that corrct? No important. just want try every thing. Â Go to the Zaz config, there's a tab called Sexlab, that has "register" button. After that, save and reload your game so Devious devices - Integration sees the newly registered animations and make sure "Use bound anims" is in use in the DD - Integration config. It'll be available at that point. Â Â Thank you. it work. But now all bandit shoot arrow at character, attack player, no warning like "package here". But never mind that. now I can test what selection in the helpless mod.
permidion Posted May 13, 2014 Posted May 13, 2014 if the options "attacker remove chastity belt" is enabled, the removed belt and plugs are lost even if the attacker is killed afterward.I lost the daedric soulplug like that. could it be possible to implement to be able to find the removed device in the attacker inventory ?edit:well, thats not exact, after getting rapped and re-equipped with random device, I just noticed I was having BOTH the daedric soulplug AND more normal vaginal and anal plugs.thats not really good :/ (from a game integrity point of view of course, from a fantasy point of view on the other hand ..... )
permidion Posted May 13, 2014 Posted May 13, 2014 same for stolen keys, they are not on the dead body
Srende Posted May 13, 2014 Author Posted May 13, 2014 The belt and plugs aren't going anywhere, they will stay on your inventory even if they unequip them. Though if you have the random equip option on, there's no guarantee they'll re-equip those same items afterwards, but they will be in your inventory.  For the keys, from the changelog for version 1.11a: - Added 33% chance per key for the attackers to "accidentally" lose it when stealing  So if you have 10 keys with you, expect 3-4 of them to disappear
permidion Posted May 13, 2014 Posted May 13, 2014 The belt and plugs aren't going anywhere, they will stay on your inventory even if they unequip them. Though if you have the random equip option on, there's no guarantee they'll re-equip those same items afterwards, but they will be in your inventory.  For the keys, from the changelog for version 1.11a: - Added 33% chance per key for the attackers to "accidentally" lose it when stealing  So if you have 10 keys with you, expect 3-4 of them to disappear ok thank you, so theoretically I *should* be able to find some on the dead body
Srende Posted May 13, 2014 Author Posted May 13, 2014 Oh, I hadn't considered you might get two overlapping plugs equipped. I know where the problem is though, thanks for the report
stobor Posted May 13, 2014 Posted May 13, 2014 Had one odd problem with v1.12: after a scene, all bandits everywhere remained non-hostile (or possibly even allied) to the player character. I didn't notice until almost 2 game days later, so I don't have a log. Uninstalling, saving, then reinstalling cured it. Probably an intermittent bug, though I haven't gone out of my way to test it again.  It might be good to add an option to the maintenance tab in MCM to reset just the factions (assuming that's what went wrong), without needing a full uninstall.
Srende Posted May 13, 2014 Author Posted May 13, 2014 Sounds like the scene clear didn't run for some reason. It should run pretty much always if something goes wrong, but should and will are two different things I'll add it as a panic button.
FRIdSUN Posted May 14, 2014 Posted May 14, 2014 If you are not clear why the cloak doesn't work from the start, maybe you can change it to require manual start, like Defeat.
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