foreveraloneguy Posted February 17, 2015 Posted February 17, 2015 As I said in my previous post that difference in behavior might be caused by different hardware. You could add a <> Wait(float x) <> between AnimationEnd and the Kill command, where x is between 0.0 and 10.0, set by a slider in the MCM. Then foreveraloneguy could test if enough delay stops the "killed actor is being flung around" issue. If you look at my screenshot, I have all the kill options disabled. NPCs are being killed when they get blasted off during drain. I think I may have to make a video or something. Don't have anything to do that with though.
Abinath Posted February 17, 2015 Posted February 17, 2015 I would really like to try out this mod but the MCM menu wont come up. I've tried waiting for 30 minutes while playing, I've tried the console command setstage ski_configmanagerinstance 1 to force mcm to reload mods, I've tried previous versions of your mod, I've tried literally standing still and just looking around waiting for 5 minutes but nothing seems to work. I have installed 1.2 Hotfix. I have SOS and SAR and even put your mod before BV. Here is my load order. plugins.txt Its a little jacked up at the moment as I'm testing new mods for a new playthrough. Here is my papyrus log. Papyrus.2.log I can see in the log that your scripts are being loaded but the mcm menu isnt coming up. Any help would be greatly appreciated as I'd really like to try out your mod.
Etheri Posted February 17, 2015 Author Posted February 17, 2015 As I said in my previous post that difference in behavior might be caused by different hardware. You could add a <> Wait(float x) <> between AnimationEnd and the Kill command, where x is between 0.0 and 10.0, set by a slider in the MCM. Then foreveraloneguy could test if enough delay stops the "killed actor is being flung around" issue. If you look at my screenshot, I have all the kill options disabled. NPCs are being killed when they get blasted off during drain. I think I may have to make a video or something. Don't have anything to do that with though. Still extremely strange, and it never happens if you don't use my mod either? If it could be a physics bug or something. I would really like to try out this mod but the MCM menu wont come up. I've tried waiting for 30 minutes while playing, I've tried the console command setstage ski_configmanagerinstance 1 to force mcm to reload mods, I've tried previous versions of your mod, I've tried literally standing still and just looking around waiting for 5 minutes but nothing seems to work. I have installed 1.2 Hotfix. I have SOS and SAR and even put your mod before BV. Here is my load order. plugins.txt Its a little jacked up at the moment as I'm testing new mods for a new playthrough. Here is my papyrus log. Papyrus.2.log I can see in the log that your scripts are being loaded but the mcm menu isnt coming up. Any help would be greatly appreciated as I'd really like to try out your mod. It seams as if for some unknown reason the MCM Config script is trying to call on the Main Script but the main mod script has not been spawned yet. The main script is started using a quest and it seams as if that quest has been cleaned out or something... I will have a look at it but it might be due to some time issue as you have tonnes of mods loading up. I will have a look.
Etheri Posted February 17, 2015 Author Posted February 17, 2015 I am not sure if I have bad setting, but I tryed everythink. This mod dont work with untamed for me. If I have untamed activated draint to death dont work and normal draining doing nothink. But if I start game w/o untamed everything work. I am not sure why this mods should not work together even TES5EDIT show nothing bad, so I think mistake is on my side but no clue what wrong. Any idea? Hmm, can you try and see if you switch the load order of untamed and Deadly Drain and see what happens?
Abinath Posted February 17, 2015 Posted February 17, 2015 I thought it might be something like that I tend to push the game pretty hard while testing mods for a new playthrough. Hopefully you can find a solution if not I can always just do a retest once I've cleaned out my loadorder of mods I dont see myself using much for this playthrough. Thanks for the help
Karin Posted February 17, 2015 Posted February 17, 2015 After more testing I realise its dont depend on Untamed >.< (tested with and w/o) With any type of seting manual draining dont kill nothink, only show red aura on begin for 1 sec that all. With auto its work but kill dont work too. I can only kill if I set drain speed on 100 but victim die on begin of animation. 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foreveraloneguy Posted February 18, 2015 Posted February 18, 2015 As I said in my previous post that difference in behavior might be caused by different hardware. You could add a <> Wait(float x) <> between AnimationEnd and the Kill command, where x is between 0.0 and 10.0, set by a slider in the MCM. Then foreveraloneguy could test if enough delay stops the "killed actor is being flung around" issue. If you look at my screenshot, I have all the kill options disabled. NPCs are being killed when they get blasted off during drain. I think I may have to make a video or something. Don't have anything to do that with though. Still extremely strange, and it never happens if you don't use my mod either? If it could be a physics bug or something. Do NPCs ever get blasted into the stratosphere? Very, very rarely. Much less so than without realistic ragdolls and force. 99.9% of the time when something dies, it just crumples to the ground in place. When I run your mod, even if the NPC doesn't die, the drain effect causes them to get blasted off in some direction or other, and it happens way before the end of the animation, and it happens nearly every time. I've noticed that some higher level NPCs will survive and do the bleedout/drop to one knee thing, but lower level NPCs nearly always get blasted. I've also noticed that the blast off seems to happen almost as soon as the drain effect starts, usually within 1-2 seconds.
foreveraloneguy Posted February 18, 2015 Posted February 18, 2015 OK, a bit more testing trying to nail this down... I have 2 followers with 500 health. Hitting the manual drain causes them to reach 0 health in around 2 seconds. That's when they get blasted away. Happens every time. I'll turn on papyrus debugging and see if anything interesting pops up there.
Etheri Posted February 18, 2015 Author Posted February 18, 2015 OK, a bit more testing trying to nail this down... I have 2 followers with 500 health. Hitting the manual drain causes them to reach 0 health in around 2 seconds. That's when they get blasted away. Happens every time. I'll turn on papyrus debugging and see if anything interesting pops up there. Now we are getting good data! It could totally be a math error, I dont have the code here (on my way to work) but I'm going to check if the drain speed slider buggs out the damage calculation! Thanks! I think we migh be able to solve this after all ^^
Abinath Posted February 18, 2015 Posted February 18, 2015 ok so I ditched a few mods and it worked great Thanks for making an awesome mod. It will fit well with my new playthrough
foreveraloneguy Posted February 18, 2015 Posted February 18, 2015 Here's a log, if it's any help. I used sexlab matchmaker to start the animation. The first line for this seems to be: [02/18/2015 - 07:52:11AM] SEXLAB - [sslActorAlias <alias ActorAlias004 on quest SexLabThread00 (09061EEF)>]: Slotted 'Serana' Now, here's the crazy thing... there's not a single debug print from this mod anywhere in the log. Instead, we've got this where I hit the realign key, then I hit the drain key for just a second or so as soon as the actors finished the realignment: [sexLabThread00 (09061EEF)].sslThreadController.RealignActors() - "sslThreadController.psc" Line ? [sexLabQuestFramework (09000D62)].sslsystemconfig.HotkeyCallback() - "sslSystemConfig.psc" Line 447 [sexLabThread00 (09061EEF)].sslThreadController.OnKeyDown() - "sslThreadController.psc" Line ? [02/18/2015 - 07:52:23AM] ERROR: Cannot call SyncLocation() on a None object, aborting function call stack: [sexLabThread00 (09061EEF)].sslThreadController.RealignActors() - "sslThreadController.psc" Line ? [sexLabQuestFramework (09000D62)].sslsystemconfig.HotkeyCallback() - "sslSystemConfig.psc" Line 447 [sexLabThread00 (09061EEF)].sslThreadController.OnKeyDown() - "sslThreadController.psc" Line ? [02/18/2015 - 07:52:45AM] SEXLAB - Thread[0] Event Hook: StageEnd [02/18/2015 - 07:52:47AM] SEXLAB - Thread[0] AliasEventDone: Sync Timer: -8.848022 [02/18/2015 - 07:52:47AM] SEXLAB - Thread[0] animating: Stage: 2 [02/18/2015 - 07:52:47AM] SEXLAB - Thread[0] Event Hook: StageStart [02/18/2015 - 07:52:47AM] Found 12 arousedActors [02/18/2015 - 07:53:01AM] SEXLAB - Thread[0] Event Hook: AnimationEnding [02/18/2015 - 07:53:02AM] SEXLAB - Lydia: -- Resetting! -- [02/18/2015 - 07:53:02AM] SEXLAB - Hattori Mayumi: -- Resetting! -- [02/18/2015 - 07:53:02AM] SEXLAB - Serana: -- Resetting! -- [02/18/2015 - 07:53:04AM] ERROR: (E6000D68): Cannot find a None form. stack: [ (E6000D68)].FormList.Find() - "<native>" Line ? [Active effect 1 on (000A2C94)].DualSheathReduxEffect.EquipArmor() - "DualSheathReduxEffect.psc" Line 504 [Active effect 1 on (000A2C94)].DualSheathReduxEffect.OnObjectEquipped() - "DualSheathReduxEffect.psc" Line ? So it looks to me like the animation just suddenly resets for no apparent reason, and that's why the actors get flung off. Papyrus.1.log
Malystraza Posted February 18, 2015 Posted February 18, 2015 This sounds awesome - can't wait to try it out! Slightly off-topic - Where did the vampire in the photos get those awesome black pointy nails?
Etheri Posted February 18, 2015 Author Posted February 18, 2015 I hook into some Sexlab events so it might be related to that? Events: SyncDone PrepareDone ResetDone OrgasmDone Also for any intreasted party this is how the drain damage is calculated (I don't see anything wrong except for the need for some optimization) sexActors.DamageAV("Health", sexActors.GetBaseAV("Health")*0.01*VampConfig.ManualDrainSpeed)
Vivi Posted February 18, 2015 Posted February 18, 2015 Slightly off-topic - Where did the vampire in the photos get those awesome black pointy nails? It's from a mod called "Nails" ^^ http://www.loverslab.com/index.php?showtopic=10341No.38.
Malystraza Posted February 18, 2015 Posted February 18, 2015 Slightly off-topic - Where did the vampire in the photos get those awesome black pointy nails? It's from a mod called "Nails" ^^ http://www.loverslab.com/index.php?showtopic=10341No.38. Thanks!
foreveraloneguy Posted February 19, 2015 Posted February 19, 2015 I hook into some Sexlab events so it might be related to that? Events: SyncDone PrepareDone ResetDone OrgasmDone Also for any intreasted party this is how the drain damage is calculated (I don't see anything wrong except for the need for some optimization) sexActors.DamageAV("Health", sexActors.GetBaseAV("Health")*0.01*VampConfig.ManualDrainSpeed) Well, I think I accidentally solved my problem. It seems that the game sees the drain as an attack. I had sexlab defeat set to stop animations on a hostile act against any of the actors in a sex animation. Between the draining, defeat ending the animation, and the way I was holding my mouth, that seems to be what was causing the characters to get flung off.
Mern Posted February 19, 2015 Posted February 19, 2015 Please can you explain how you ported the oblivion hooves into skyrim?, thanks in advance and for the great mod!
Z0mBieP00Nani Posted February 19, 2015 Posted February 19, 2015 It has been a some time since I had my character become a vampire and I have Better Vampires installed. I know this is a topic that has been touched on before, thanks to some earlier posts I managed to get BV working again as the way I had the ESP files loading before (Better Vampires loading before Deadly Drain) my character couldn't feed at all. However after changing the load order up, now I get two "feed" options, the first of which allows my character to feed and gain vampire points which in turn allows my character to progress further into her vampirism, and the second feed option which allows the feed animation to play without any benefits, and then disables control of my character. I agree with the earlier posts, this mod DESPERATELY needs a comparability patch for Better Vampires.
Stew52 Posted February 19, 2015 Posted February 19, 2015 Those hooves! Is there anyway to obtain them or something like them? Stew52
Z0mBieP00Nani Posted February 19, 2015 Posted February 19, 2015 This link has some hoof stuff in it http://www.nexusmods.com/skyrim/mods/48329/? Also there are a number of tutorials out there that will explain step by step how to port meshes from Oblivion and other games over to Skyrim.
Etheri Posted February 19, 2015 Author Posted February 19, 2015 I hook into some Sexlab events so it might be related to that? Events: SyncDone PrepareDone ResetDone OrgasmDone Also for any intreasted party this is how the drain damage is calculated (I don't see anything wrong except for the need for some optimization) sexActors.DamageAV("Health", sexActors.GetBaseAV("Health")*0.01*VampConfig.ManualDrainSpeed) Well, I think I accidentally solved my problem. It seems that the game sees the drain as an attack. I had sexlab defeat set to stop animations on a hostile act against any of the actors in a sex animation. Between the draining, defeat ending the animation, and the way I was holding my mouth, that seems to be what was causing the characters to get flung off. Master debug award goes to you sir! I will make an installation note on the matter =) It has been a some time since I had my character become a vampire and I have Better Vampires installed. I know this is a topic that has been touched on before, thanks to some earlier posts I managed to get BV working again as the way I had the ESP files loading before (Better Vampires loading before Deadly Drain) my character couldn't feed at all. However after changing the load order up, now I get two "feed" options, the first of which allows my character to feed and gain vampire points which in turn allows my character to progress further into her vampirism, and the second feed option which allows the feed animation to play without any benefits, and then disables control of my character. I agree with the earlier posts, this mod DESPERATELY needs a comparability patch for Better Vampires. Would be nice yes, I don't like adding dependencies but I could possibly make a version without some conflicting features. As for implementing support for more vampire mods we will see
foreveraloneguy Posted February 20, 2015 Posted February 20, 2015 Master debug award goes to you sir! I will make an installation note on the matter =) Yeah, and what's interesting is that defeat was killing the animations even when defeat didn't start the animations. So if there's a bug, I'd say it's in defeat. Though you might take a serious look at making the drain not be perceived as a hostile action, unless you meant it to be hostile.
Fordwars Posted February 20, 2015 Posted February 20, 2015 I'm beginning to shy away from using Defeat with this mod/type character. I've used this mod with both Defeat and Submit. I tried surrendering to a group of baddies with Defeat, after the first one died from the drain all the others became hostile again. When I surrendered with Submit the baddies just stood waiting for their turn, even as they're buddies dropped like flies. The results were the same when using PSQ Succubus drain instead. Defeat is a cool mod, but some of it's functions don't seem ideal for use with this type mod/character. Honestly, Sexlab Submit seems to work better with sex draining succubus/vampires from what I've experienced.
Etheri Posted February 20, 2015 Author Posted February 20, 2015 Master debug award goes to you sir! I will make an installation note on the matter =) Yeah, and what's interesting is that defeat was killing the animations even when defeat didn't start the animations. So if there's a bug, I'd say it's in defeat. Though you might take a serious look at making the drain not be perceived as a hostile action, unless you meant it to be hostile. It's sort of a hostile action, I'm using DamageAV to make sure all the necessary events run and update properly, SetAV could work but quests and things might break. However it's not a crime because I discard the killer in the kill event unless it's an npc that can only be killed by the player. I'm beginning to shy away from using Defeat with this mod/type character. I've used this mod with both Defeat and Submit. I tried surrendering to a group of baddies with Defeat, after the first one died from the drain all the others became hostile again. When I surrendered with Submit the baddies just stood waiting for their turn, even as they're buddies dropped like flies. The results were the same when using PSQ Succubus drain instead. Defeat is a cool mod, but some of it's functions don't seem ideal for use with this type mod/character. Honestly, Sexlab Submit seems to work better with sex draining succubus/vampires from what I've experienced. Thanks for the info, yeah submit probably fits better
WanderLustRedux Posted February 20, 2015 Posted February 20, 2015 I tried it. It worked great for me. I had a suggestion, perhaps the ability to nourish the npc, healing them, restoring their magicka and stamina, maybe even making their cock bigger. For when you have sex with someone like a follower.
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