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Synexz

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  1. There seems to be a problem using Wolfclub with the new DAYMOYL 6.1.8 (With & Without the Update patch) whereby when the player is sent to blackout, is not placed properly in the Cave area and instead just next to the exit. To be more precise the player is found clipping on the floor next to the exit of the cave and consequently falls under the ground forever. By reloading the game and using the commands tai, tcl, you can reposition yourself and continue. I can confirm by replacing DAYMOYL to file version (Death Alternative - Your Money Or Your Life-45894-4-56) everything works correctly and the player is spawned properly inside the cave. Although it sounds like a DAYMOYL problem, I have a feeling there is something on Wolfclubs end. IF anyone else can test and confirm this problem occurs with others then that might clear things up.
  2. I find that CTD occurs when 'Slave is Busy' message shows on the top left corner of the screen. This from observation occurs usually when the "Pimp" (Hired Thug) tries to get to you, asking you for your earned money (At least while in the Whoring Quest). Insuring that 'Slave is Idle' is shown on the screen then saving right after seems as a workaround to the saving problem with my 'tests' so far. I have no idea why this could happen, but it must be an issue on either the way the scripts were made, or the way Skyrim handles them - which varies based on everyone's mod setups and script latency to some degree. (P.S. to Mod Author) - Really promising mod, the amount of work that must have went into this is legendary. (P.S.S to Mod Author) - I'm not extremely experienced with the Creation Kit but it seems to keep crashing when trying to load your mod in, something about a localisation error, could this be a CK version issue on my part? I would enjoy to tweak dialogues and whatnot to offer as possible suggestions - but mainly just mess around for customization sake.
  3. I always made sure it was on, in fact, you can check that on one of the screenshots I provided (I have re-attached it on this post) As for getting Submit & Defeat to work together - that must be some accomplishment, I have done some brief searching but I didn't find much. If anyone could point to the right page of this topic as to roughly where this was mentioned, would be of value to a lot of people.
  4. I see, I was not aware of the 90% cap success rate, I must be very unlucky then. It makes more sense to know that this feature was a secondary afterthought, after doing some thinking of my own, I have decided to switch to Sexlab Defeat, for the Add Quest on player theft, and the wonderful Death Alternative support recently added into the mod. I did a little bit more testing, and nothing too crazy has happened, no CTD's or crazy bugs - ones that occur are fixed by resetting current animations, and just going to a different area of the world. Hopefully anyone having issues sees the recent posts and follows to get their stuff working, but I will probably switch to Defeat, will make my mind up in the coming days. Thanks to everyone who helped out, I'm sure it has helped out others, I will repay back with some helpful contributions to members were getting terrible problems like I did before.
  5. Here is an update of my situation I have created a check-list of the things I have done, including screenshot proof. Check-list Load order Generated by LOOT After an hour of testing, I have mixed results... It appears I can no longer replicate the CTD, it can be concluded that the CTD problem is FIXED Normal Human NPC's appear to work, apart from this one time by a guard who wanted me to pay for my crimes to skyrim, manual or auto submit works, but no animations are initiated and he walks away - after that error, any animations engaged by other NPC's, or creatures (Spider I tested on) seem to just freeze the PC in a standing animation when in act, with the NPC doing their animations. Finally, creature submit - upon several tests, auto/manual submitting to spiders appears to work most of the time - with occasional not accepting surrender... Wolfs - after several tries of manual and auto submit, would only accept once or twice out of the 15+ times I tested by reloading and so forth. (The submitted papyrus log is of a play-through where all these problems occurred.) I have provided THOROUGH Screenshot evidence that I recommend anyone to view to see my MCM set-up, and key installation procedures. The Screenshots shows clearly creatures working and failing to work! Failure and success for creatures was achieved by reloading saves to earlier time or creating a new game with exact MCM settings, however I could not determine why creatures work sometimes and not all the time - once they break in the play-through, they break permanently! In conclusion - The Submit Mod appears to work whenever it feels like it, no CTD, but unreliable as it can break surrendering not just to creatures, but also humans... [it appears we are getting somewhere, hopefully my check-list helps anyone who is having the same issue, but it appears unreliable as proved in the screenshots!]
  6. I have re-installed Skyrim, and applied the unofficial Patches, Sexlab Framework and Sexlab Submit. The following load order was generated by LOOT: You can see from there I applied a Bashed Patch too, to see if it helps with anything. - I use the unofficial patches - I do not use approach or attraction on these tests The following Papyrus log is the results of creating a new save, running around a bit, getting auto-submitted from two humans, and finally CTD after the second NPC has finished their thing... I tested Sexlab Defeat, which seems to work right off the bat in place of submit, however I dislike its lack of invincibility at 0hp to proceed to surrender - kind of defeats the point. I use Nexus Mod Manager to install these Mods, maybe I should apply them manually and see if that makes a difference? If you have time, I would be grateful if you could test Submit using only my installed mods and compare generated load order. {I have attached screenshots of that session play to go along with the papyrus log, showing MCM settings from new save, submit working from NPC's, and then CTD}
  7. Do you mind if you supply your current load order to help clear things up for me and others? After reinstalling Skyrim and applying the mods with the current load order generated by BOSS: I ensured FNIS was used properly, applied creature support in MCM for sexlab and activated creature support level 2 in submit. I tried submit on human NPC - which was successful but CTD after bondage in 5 - 20 seconds I tested using Matchmaker to start a scene with a wolf - which was successful I then tested using submit afterwards - failure (Manual & Automatic mode) I reloaded save, tried again, succeed using manual key a split second after the wolf detected me - but then after animations, a CTD occured... I have provided the Papyrus log in the file attachment of after the crash - including screenshots of evidence of what I have stated
  8. Spread this information to ensure people don't use up as much time as I did to try and figure this out! After 60+ Hours of testing Sexlab Framework 1.58b and Sexlab Submit, I can confirm, without a doubt that the new framework has broken compatibility, to that mod and maybe others. I have tried everything from stripping down to just the Unofficial patches, SkyUI, FNIS (5.1.1), Sexlab Framework, Zaz Animations, SKSE (1.07.00) and obviously Sexlab Submit - to doing clean Skyrim reinstalls and countless new saves, but with grim results similarly reported by others such as creatures not accepting surrender, CTD after being bound by submit, and other problems I can't think of the top of my head. Don't get me started on making sure the MCM menus had Creature Animations turned on within the Framework and Submit mod,or patching animations with FNIS. I even ensured the MCM menues were updating properly after using setstage SKI_configmanagerinstance 1 and Papyrus logs don't show anything just before the crash. I tried multiple permutations of enabling and disabling options in the MCM menu to try and find if one particular feature was messing up such as auto submit, free camera, and many other options, but with no stable results Until the author of Sexlab Submit updates his mod to work with the new framework, or the Sexlab Framework adds some kind of compatibility patches - both mod authors should update their mod pages with warnings of possible incompatibilities for now. Finally, a quick solution would be for the author to put Sexlab Framework 1.57 or/and older versions for download for a temporary 'fix'.
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