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Bane Master

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Everything posted by Bane Master

  1. Some good (I hope) news - I found the updated script sources, although they are not on the LL SE page or Nexus pages they are available from the LE LL page. As I mentioned previously some of the old patch fixes are present in the files and some are not. I'm not planning to completely rework this all again but I have applied a couple of fixes that were missing and I believe are fairly important. Added back OnHit Spamguard protection to FWAbilityBeeingFemale and FWAbilityBeeingBase scripts to prevent stack dump risk from multiple hits Removed 8 extraneous copies of SKI_PlayerLoadGameAlias script from BF_Controller and widget quest aliases - I think these are a cause of MCM installation problems Delocalized & Relocalized BeeingFemaleBasicAddon.esp to fix multiple "lstring id is not Int32" errors - this solves the issue for the English Localization but other languages may need fixing (feel free to post any required fixes to localization and I'll add them) This all seems to be working well for me thus far - patch file attached for those who want to give it a try. BeeingFemale64_2_8_1 Bane Patch 28112021.7z
  2. Are you using the Dynamic Defeat Patch? Defeat 5.3.6 does not have any changes to the MCM script other than updating the version number.
  3. Assuming you are using Baka LE/SE V1.31 then it should be possible but obviously I can't publish anything without Baka's permission.
  4. I have added the LE version of 5.3.6 to the post
  5. HexBolt8 is correct it should work in LE as described. When I get a moment I will add a specific LE version to the post to avoid confusion.
  6. Hi All, Here is an updated version of Defeat based on the original Defeat 5.3.5 This update is focused purely on fixing bugs in the original Defeat and does not add new features, therefore I am calling this version Defeat 5.3.6. Defeat 5.3.6 is standalone, it does not require Defeat 5.3.5 ChangeLog Defeat V5.3.6 Bane 24112021 Fixed the follower down first re-agro bug Fixed compilation errors in some dialogue script fragments and populated a number of empty script properties Fixed the Surrender key getting unbound issue Fixed MCM Knockdown duration setting not working for followers Fixed Defeat's Essential Player function failing when in None Locations Tidied up some dialogue grammar - mostly in DefeatPlayerQST and regenerated SEQ File The motivation for doing this was to provide a more stable platform for AndrewLRG's excellent Dynamic Defeat patch. I'm happy to say that he has been kind enough to provide an updated version of his patch that fowards the fixes I have added in Defeat 5.3.6 and provides some additional Dynamic Defeat bugfixes and content. Changelog Dynamic Defeat LRG Patch V1.4 (for Defeat Version 5.3.6) by AndrewLRG Fixed an issue when Dynamic Defeat was not working with creatures; Fixed a small bug that could cause Devious Suit not be re-equipped; Added a "creature toggle" option to disable/enable some Post-Assault events when defeated by creatures; (thanks to DonQuiWho for suggestion). Option can be found in Defeats MCM/Player Post-Assault page. Updated Defeat's import/export mechanics to include all added features. It should be possible to update a vanilla Defeat 5.3.5 game to Defeat 5.3.6 and Dynamic Defeat LRG 1.4 but as ever, if you have problems, either clean your save or start a new game. Please note this version of Defeat and the Dynamic Defeat patch are NOT compatible with any other Defeat patches or versions. Thanks to DonQuiWho and Herowynne for taking the time to beta test Defeat 5.3.6 SL Defeat SSE.5.3.6 Bane 24112021.7z Dynamic Defeat LRG Patch 1.4.7z SL Defeat LE.5.3.6 Bane 24112021.7z
  7. Ironically - Scripts I can do, dialogue drives me crazy! 🙂
  8. Yep - you are absolutely correct, I had them back to front, that'll teach me not to type in haste! The mechanism is as described though - I just transposed the script names, @donkeywho All this shouldn't affect testing of the updated Defeat version. I have used with DAYMOYL and it worked in my test environment so it should work for you too 🙂
  9. Once the bleedout damage bar reaches 0 the Onblackout event is triggered - during bleedout DAYMOYL checks the player & agressor who sent them into bleedout (+/- other stuff if mods specify) against the trigger condition in each mods daymoyl_QuestTemplate script (which can be renamed whatever the mod author want as they are called from a formlist via daymoyl_PlayerValidateQuestAlias.psc). Defeat's DA Bleedout Trigger Script is called defeatdadefeated.psc
  10. The events do work - the only thing to be wary of is having defeat's own events set in such a way that they can trigger at the same time as the DAYMOYL bleedout event - that way chaos awaits! ðŸĪŠ
  11. Hi All, I am working on porting the fixes from the Bane Defeat Version to the original 5.3.5 SE version. Whilst doing this I think I have finally discovered and fixed the root cause of defeated followers dropping out of scenes and starting combat again. My current test version seems to be more reliable and once completed it would only take a few minor changes to Dynamic defeat's overwriting scripts to carry all the fixes over (most of the fixes are not affected by Dynamic Defeat but there are a couple that are). So, anyone interested in Beta testing Defeat SSE Bane 5.3.6? If you are drop me a PM please.
  12. I'm afraid they are definitely not compatible as the Bane version is based on a different Defeat Version - in addition both @AndrewLRG and I have edited the same scripts. Unfortunately the original Defeat 5.3.5 does still have some bugs, but I have to say that I think the work AndrewLRG has done on Dynamic Defeat & DD5 implementation is outstanding, and works really well.
  13. If you are using DEC with allow devices on followers you might be interested in a new Mod I have just uploaded. Devious Devices: Follower Escape
  14. It will be useful for anyone using Deviously Enchanted Chests as well 😉
  15. It should be compatible with 5.2 as well - but let me know if you find any issues
  16. Devious Devices: Follower Escape LE/SE View File Description This mod adds standard escape mechanics for followers wearing generic Devious Devices. I wrote it to try and get a better balance between restricting key availability and having followers running (or hopping) around in Devious Devices for months at a time. Attempting to remove a locked generic device from your follower without the appropriate key in your inventory will trigger a device menu with options to examine the device, help your follower to struggle, pick the lock or cut open the device. Difficulty and recovery times for repeated attempts are the same as for the PC and depend on your dD MCM settings and the device itself. DDFE differs from the normal player escape system in that cooldowns are shared across devices/methods - for example a Follower who is tired after trying to remove an Armbinder will also be too tired to struggle out of any other device. Escape methods work as follows: Help Struggle Encourage your follower to struggle out of the device. Attempting to struggle out of a device will tire them so they will not be able to struggle out of any device for some time afterwards. If you have multiple followers wearing you can encourage each of them to try as you you are not the one getting tired. If the follower succeeds in escaping the device they will drop it on the ground, if they fail they there is a chance that they tighten the device so much they can never struggle out of it. Pick Lock You try to pick the lock on your follower's device. Once you have attempted this you will be tired and unable to try again on any Follower device for a while. If you succeed the unlocked device will be placed in your inventory, if you fail there is a chance that you may trigger a safety shield making the device's lock impossible to pick. Cut Open You try to cut open your follower's device. Once you have attempted this you will be tired and unable to try again on any Follower device for a while. If you succeed the unlocked device is destroyed, if you fail there is the a chance that you may scare your Follower so much that they will never trust you enough to let you try and cut open the device again! Settings As mentioned previously the difficulty settings for device escape are controlled by your settings in the Devious Devices MCM. There are no specific settings for DDFE so I have not added an MCM as it would be a waste of a slot. You can activate or deactivate DDFE as required by starting or stopping the quest "ddFEMainQuest" in the console. Submitter Bane Master Submitted 11/04/2021 Category Sexual Content Requires Devious Devices 5.00+ Special Edition Compatible Yes  
  17. Version 1.0

    652 downloads

    Description This mod adds standard escape mechanics for followers wearing generic Devious Devices. I wrote it to try and get a better balance between restricting key availability and having followers running (or hopping) around in Devious Devices for months at a time. Attempting to remove a locked generic device from your follower without the appropriate key in your inventory will trigger a device menu with options to examine the device, help your follower to struggle, pick the lock or cut open the device. Difficulty and recovery times for repeated attempts are the same as for the PC and depend on your dD MCM settings and the device itself. DDFE differs from the normal player escape system in that cooldowns are shared across devices/methods - for example a Follower who is tired after trying to remove an Armbinder will also be too tired to struggle out of any other device. Escape methods work as follows: Help Struggle You encourage your follower to struggle out of the device. Attempting to struggle out of a device will tire the follower and they will not be able to struggle out of any device for some time afterwards. If you have multiple followers wearing devices you can help each of them to struggle (as they get tired but you don't). If a follower succeeds in escaping from a device they will drop it on the ground, if they fail they there is a chance that they will tighten the device so much they can never struggle out of it. Pick Lock You try to pick the lock on your follower's device. Once you have attempted this you will be tired and unable to try again on any follower device for a while. If you succeed the unlocked device will be placed in your inventory, if you fail there is a chance that you may trigger a safety shield making the device's lock impossible to pick. Cut Open You try to cut open your follower's device. Once you have attempted this you will be tired and unable to try again on any follower device for a while. If you succeed the unlocked device is destroyed, if you fail there is the a chance that you may scare your follower so much that they will never trust you enough to let you try and cut open that device again! Settings As mentioned previously the difficulty settings for device escape are controlled by your settings in the Devious Devices MCM. There are no specific settings for DDFE so I have not added an MCM as it would be a waste of a slot. You can activate or deactivate DDFE as required by starting or stopping the quest "ddFEMainQuest" in the console.
  18. Devious Devices Follower Escape (04/11/2021) View File Description This mod adds standard escape mechanics for followers wearing generic Devious Devices. I wrote it to try and get a better balance between restricting key availability and having followers running (or hopping) around in Devious Devices for months at a time. Attempting to remove a locked generic device from your follower without the appropriate key in your inventory will trigger a device menu with options to examine the device, help your follower to struggle, pick the lock or cut open the device. Difficulty and recovery times for repeated attempts are the same as for the PC and depend on your dD MCM settings and the device itself. DDFE differs from the normal player escape system in that cooldowns are shared across devices/methods - for example a Follower who is tired after trying to remove an Armbinder will also be too tired to struggle out of any other device. Escape methods work as follows: Help Struggle Encourage your follower to struggle out of the device. Attempting to struggle out of a device will tire them so they will not be able to struggle out any device for some time afterwards. If you have multiple followers wearing you can encourage each of them to try as you you are not the one getting tired. If the follower succeeds in escaping the device they will drop it on the ground, if they fail they there is a chance that they tighten the device so much they can never struggle out of it. Pick Lock You try to pick the lock on your follower's device. Once you have attempted this you will be tired and unable to try again on any Follower device for a while. If you succeed the unlocked device will be placed in your inventory, if you fail there is a chance that you may trigger a safety shield making the device's lock impossible to pick. Cut Open You try to cut open your follower's device. Once you have attempted this you will be tired and unable to try again on any Follower device for a while. If you succeed the unlocked device is destroyed, if you fail there is the a chance that you may scare your Follower so much that they will never trust you enough to let you try and cut open the device again! Settings As mentioned previously the difficulty settings for device escape are controlled by your settings in the Devious Devices MCM. There are no specific settings for DDFE so I have not added an MCM as it would be a waste of a slot. You can activate or deactivate the DDFE as required by starting or stopping the quest "ddFEMainQuest" in the console. Submitter Bane Master Submitted 11/04/2021 Category Adult Mods Requires Devious Devices V5.0+ Regular Edition Compatible Yes  
  19. In the absence of the script sources sources I have used Champollion decompiler to have a quick look at FWAbilityBeeingFemale.psc I can confirm from that decompiled code that the OnHit event spam protection that was added to prevent stack dumps is no longer present. Unfortunately the decompiled code is not in a state that will allow it to be used to create a fix so unless we can get the updated source code this and any other script issues cannot be resolved. It is possible to remove the extra instances of SKI_PlayerLoadGameAlias using xEdit but that's the limit of what can be done at this time.
  20. So, I'm a bit late to the SE party here - I have the latest version and fixed DLL but I see that the script source files are not included - does anyone have the up to date psc files used for this version? I have had a quick look at the esm and it seems to include some errors that were patched in the LE version (for example the SKI_PlayerLoadGameAlias script is attached to aliases in multiple BF quests rather than just the MCM controller quest - I think this was the cause of some of the menu initialization issues and other MCM strangeness people saw). Without looking at the script source files I'm not sure if any of the patches were included or if this is effectively vanilla with a fixed DLL.
  21. Yes - either from containers, NPC corpses or both. All configurable from the MCM.
  22. Yes - either an MCM setting is stopping events from occurring or something is broken in your game. If you switch on debug in the MCM you should get messages telling you why a trap is triggered or not - be aware that if you open the DEC mcm the next container you open will not trigger an event. Also once you have opened a container it will not have a chance to fire again until you have opened a large number (from memory 100) other containers. If that doesn't help you can post a log covering opening some containers and I will take a look.
  23. There is a setting in the MCM that enables some residual scaling after the birth as effectively a permanent change. If that isn't selected then all scaling should return to zero by the end of the birthing event.
  24. Thanks for the feedback 🙂 The spoiled potions were added with exactly that in mind - it's just finding time in RL to do something worthwhile with them. Equally I would love to add more effects - or even more risks but time constraints mean it will likely be some time before I can
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