Code Serpent Posted June 9, 2022 Author Posted June 9, 2022 14 hours ago, cookiesnivy said: so i tried it lightly modded and still same issue as before my character constantly staggers backward in bleedout with the camera going crazy still Can you upload a video?
cookiesnivy Posted June 9, 2022 Posted June 9, 2022 here you go glitchy camera when my health reaches 0 1377163185_TESV2022-06-0917-33-30-439.mp4
Code Serpent Posted June 9, 2022 Author Posted June 9, 2022 (edited) 31 minutes ago, cookiesnivy said: here you go glitchy camera when my health reaches 0 Ohhh-kay. It looks like your character isn't properly entering bleedout. Something is simultaneously reviving them and damaging them. Are you sure this happens with only Peril installed, including SKSE plugins? Edited June 9, 2022 by Code Serpent
cookiesnivy Posted June 9, 2022 Posted June 9, 2022 i can check with just the absolutely bare minimum of mods installed and active hold on
cookiesnivy Posted June 11, 2022 Posted June 11, 2022 sorry i hadnt replied because ive been busy with work and errands but it does work with a bare minimum of mods installed but it breaks again after installing the rest of the mods i want if i post my mod list/load would you be able to figure out what breaks it
Code Serpent Posted June 12, 2022 Author Posted June 12, 2022 2 hours ago, cookiesnivy said: nevermind got it to work now so yay Can you post what the incompatibility was for the other mod users? 1
cookiesnivy Posted June 12, 2022 Posted June 12, 2022 (edited) after more testing i can confirm its alternate actors causing the issue for me as soon as i activate it and try it and reload the game when it tells me to to use it i get that issue when i use peril not sure if the is a fix for it or a workaround for it though Edited June 12, 2022 by cookiesnivy added more details 1
laurient Posted June 13, 2022 Posted June 13, 2022 Yes, alternate actors is incompatible with every mod twisting deaths. (because in the code, when your health fall to 0, either you become a ghost (your character are essential, it heal you, place a body with your appearance in front of you and you become a ghost) or you die (your character is not essential). And in the option, the essential flag is set "on" if you check the ghost death, and "off" if you uncheck it. The problem is it doesn't check the status of the flag before changing it. So you want the alternate actors for just changing characters and another mod for a death alternative... you are toasted.
valcon767 Posted June 13, 2022 Posted June 13, 2022 anyone else have the papyrus logs explode in size using the latest release? i was playing a long run yesterday and all of sudden my comp would not save a game. turned out to be papyrus log had taken over my hard drive. total for all 4 logs was a shade under 600 GB (yes 600 GIGS). as the only mod i had changed was removing a different death alternative type mod to put Peril in, and the 4th log (the only one without Peril was a usual size (under 5 MB for a multi hour session at lvl 40). so i decided to test it to be sure that was the problem. a 5 minute run with Peril installed gave me a log of 1.9 GB just sitting in the AS-LAL start cell, while the same mod list and load order with a different death alternative mod installed, sitting in the same spot for 20 minutes give me a 486 KB log. i would love to have taken a look inside the logs, but could not open any of them (so i deleted them to free up space so i could play again). while it is possible i have something installed that causes Peril to freak out, it would be nice to know if it is just me or not.
Code Serpent Posted June 13, 2022 Author Posted June 13, 2022 1 hour ago, valcon767 said: anyone else have the papyrus logs explode in size using the latest release? i was playing a long run yesterday and all of sudden my comp would not save a game. turned out to be papyrus log had taken over my hard drive. total for all 4 logs was a shade under 600 GB (yes 600 GIGS). as the only mod i had changed was removing a different death alternative type mod to put Peril in, and the 4th log (the only one without Peril was a usual size (under 5 MB for a multi hour session at lvl 40). so i decided to test it to be sure that was the problem. a 5 minute run with Peril installed gave me a log of 1.9 GB just sitting in the AS-LAL start cell, while the same mod list and load order with a different death alternative mod installed, sitting in the same spot for 20 minutes give me a 486 KB log. i would love to have taken a look inside the logs, but could not open any of them (so i deleted them to free up space so i could play again). while it is possible i have something installed that causes Peril to freak out, it would be nice to know if it is just me or not. Can you give some snippets of what the log says? Is there an error that keeps repeating?
Lilzt3hcat Posted June 14, 2022 Posted June 14, 2022 Tried searching this topic so I wouldn't waste your time if its already been brought up but no matches. -found a issue, mostly just an annoyance, if you go to far away while trying to reposition via SL's reposition option, it'll just count as you fled: canceling the scene all together and re-initializing hostilities.
valcon767 Posted June 15, 2022 Posted June 15, 2022 On 6/13/2022 at 9:50 AM, Code Serpent said: Can you give some snippets of what the log says? Is there an error that keeps repeating? wish i could, but as i cannot open the single log i had left (it was the smallest at that ..was 19 not 1.9gb) programs used to try all fails gave error of file to big notepad = fail word = fail large file viewer (free version) = fail browsers tried IE = fail Edge = fail Chrome = fail Firefox = fail Seamonkey = fail Opera = system lockup (hard reboot needed) this weekend (when i have enough time) i will re-install and try to get a samaller log to see if i can open it
fiecl Posted July 12, 2022 Posted July 12, 2022 Hi, I was a really big fan of DiD, especially the part where you get locked up in a cell. Does Peril have this function still?
Code Serpent Posted July 13, 2022 Author Posted July 13, 2022 4 hours ago, fiecl said: Hi, I was a really big fan of DiD, especially the part where you get locked up in a cell. Does Peril have this function still? Not yet.
ShenGo Posted September 26, 2022 Posted September 26, 2022 On 5/21/2022 at 3:48 PM, Plaguetard2.0 said: Do you run your game on a solid state drive? That tends to cause the increased loading times on most 64 bit games (Skyrim SE, Fallout 4, etc). You might already be aware of this but I thought I'd mention it. I thought one of the main reasons people used SSDs was to make things load faster? I hadn't heard anything about them doing the opposite?
Plaguetard2.0 Posted September 28, 2022 Posted September 28, 2022 On 9/26/2022 at 9:06 AM, ShenGo said: I thought one of the main reasons people used SSDs was to make things load faster? I hadn't heard anything about them doing the opposite? I wrote that poorly, but that is what I meant. If NOT using an SSD it will cause long loading times on most 64 bit games. Sorry for the confusion.
ShenGo Posted September 30, 2022 Posted September 30, 2022 On 9/28/2022 at 7:02 AM, Plaguetard2.0 said: I wrote that poorly, but that is what I meant. If NOT using an SSD it will cause long loading times on most 64 bit games. Sorry for the confusion. Gotcha, lol. ?
Code Serpent Posted January 1, 2023 Author Posted January 1, 2023 I'm still away from my pc while traveling for the holidays, but I should be back next week. But, in the meantime, here's a design doc for what I'm planning to do with the Capture mechanic which I might be able to add in the next update. Spoiler Random Punishment from Defeat Dungeon Requires: -Xmarker to disable/enable relevant references -Single Cage/Cell and Door -Idle Marker just by cage door for 'warden' to idle at and be potentially pick-pocketed -Marker for punishments, punishment furniture -Stolen gear container, which will be locked -Xmarker in external world to get player distance from dungeon. After defeat, player is locked in cage for set amount of time (one week by default) If player fails to escape in time, they will either be forced into Slavery, or allowed to leave after major punishment The warden will gossip with other enemies about the player and their capabilities. Player Gossip is determined by: -Player skills (or lack-therof) -Player bounties -Player guild membership (companions, thieves guild, etc) -Arousal (if SLA is installed) -Devices on player (If DDI is installed) -Milk level (If MME is installed) -Addictions (If corruption is installed) -Pregnancy (Estrus Chaurus, other preg mods) -Actions/Behavior while captured Enemies will also gossip about what they might do to the player, based on the player's skills and actions Player actions that are tracked while captured: -Pickpocket attempts (Use OnItemRemoved on enemy aliases with IsMenuOpen) -Lockpicking attempts -Escape attempts (running while outside the cell) -Combat attempts (attacking while outside the cell) -Theft attempts (opening chests and taking items) -Persuasion/Bartering/Intimidation attempts Enemies will react to the player attempting to escape or steal from them by immediately starting a relevant punishment. The severity of the punishment is locked off, based on the player's level, and the attempts the player has made. Amputations will never be done on a first attempt. If the player is highly skilled, then a second attempt might lead to it. Each punishment will have a severity level, which can be set in the MCM. After each discovered player action, sqrt(player level), multiplied by an action-based mult, is added to a tracker. Then, all punishments with severity less than that tracker is elligible. The player can attempt to talk with their warden to gain something: -More food and drink -An addictive substance -Have a restraint removed (track restraints by periodically checking through script, then add worn restraints to formlists for dialogue checks) -Have sex with the warden or another enemy -Dance for the warden and other enemies -Have a non-weapon or armor item retrieved from the stolen gear container The player can also change the enemy's disposition of them through their dialogue choices -Submissive and polite -Suggestive and lewd -Aggressive and threatening -Scared and pathetic -Silent The choices taken during dialogue, and whether they passed speech checks, determines how likely enemies will be to take chances with the player, and what punishments they will inflict. Determined by stats: -Player's percieved aggression/submission -Player's percieved unwillingness/willingness -Player's percieved strength/weakness These stats start off based on player skills/level. And are influenced by dialogue choices, escape attempts, and actions taken during punishments. Escape: For the player to escape they must: 1. Unlock their cell door 2. Kill all of their captors 3. or Run away from their captors location a sufficient distance (a marker in the worldspace will check distance) and get out of combat. The Capture Quest will stay active until the location is cleared, or the player is captured elsewhere. Rescue: If enemy's hideout does not have space for followers, they will escape. Escaped followers will attempt to rescue the player after a few days. If followers are part of a faction (college of winterhold, companions, dark brotherhood) they will gather the rest of the faction to rescue the player. If follower is a housecarl, will recruit some guards to aid in the player's rescue. Once player has been rescued, they will black out, items will be retrieved, and they will be moved to: -Last bed slept in that's not in a dungeon or inn -Last bed slept in that's not in a dungeon -Last friend's home entered -Follower's editor location Ending Capture: If the player doesn't escape, ie, leave dungeon area and escape defeat, and isn't rescued, then the capture will end a number of ways: In most cases, the player ends up left for dead somewhere nearby. -Milked for a number of days. -All enemies in dungeon will rape player a number of times, using all available animations. (If options allow them) High Aggression/Unwillingness/Strength -Locked in as many restraints as possible. -Amputated. High Submission and Willingness -Enemies enslave player High Strength -Force Fed enourmous amounts of Food, Alcohol, Drugs, Lactaid. And, some example enemy gossip I'm working on from my tablet. 4
Galactase Posted January 1, 2023 Posted January 1, 2023 2 hours ago, Code Serpent said: Hide contents High Strength -Force Fed enourmous amounts of Food, Alcohol, Drugs, Lactaid. My excitement cannot be understated. This mod may end up being the last piece of the puzzle for my entire load order. 1
Zaflis Posted January 31, 2023 Posted January 31, 2023 (edited) So is it Peril that makes so when i fall from high place i die? It did go to bleedout first, i think... And in console and Peril MCM when i click on player and see info, there is "Protection: Essential". And yet it caused game to load back. I wouldn't mind too much if it was really such a high cliff, but this wasn't high jump at all and i fell down to water. Apparently water wasn't very deep... Edited January 31, 2023 by Zaflis
Code Serpent Posted January 31, 2023 Author Posted January 31, 2023 (edited) 5 hours ago, Zaflis said: So is it Peril that makes so when i fall from high place i die? It did go to bleedout first, i think... And in console and Peril MCM when i click on player and see info, there is "Protection: Essential". And yet it caused game to load back. I wouldn't mind too much if it was really such a high cliff, but this wasn't high jump at all and i fell down to water. Apparently water wasn't very deep... Peril does 'kill' you if you enter bleedout when not in combat. This is just a failsafe to prevent the player from getting stuck in bleedout. Would you prefer I make it so the player just gets back up after entering bleedout while not in combat? Edited January 31, 2023 by Code Serpent
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